This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
		
			
				
	
	
		
			141 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
SamplerState       g_sSamp : register(s0);
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RWTexture1D <float2> g_tTex1df2;
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RWTexture1D <int2>   g_tTex1di2;
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RWTexture1D <uint2>  g_tTex1du2;
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RWTexture2D <float2> g_tTex2df2;
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RWTexture2D <int2>   g_tTex2di2;
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RWTexture2D <uint2>  g_tTex2du2;
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RWTexture3D <float2> g_tTex3df2;
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RWTexture3D <int2>   g_tTex3di2;
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RWTexture3D <uint2>  g_tTex3du2;
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RWTexture1DArray <float2> g_tTex1df2a;
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RWTexture1DArray <int2>   g_tTex1di2a;
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RWTexture1DArray <uint2>  g_tTex1du2a;
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RWTexture2DArray <float2> g_tTex2df2a;
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RWTexture2DArray <int2>   g_tTex2di2a;
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RWTexture2DArray <uint2>  g_tTex2du2a;
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struct PS_OUTPUT
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{
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    float4 Color : SV_Target0;
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};
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uniform int   c1;
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uniform int2  c2;
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uniform int3  c3;
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uniform int4  c4;
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uniform int   o1;
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uniform int2  o2;
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uniform int3  o3;
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uniform int4  o4;
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uniform float2 uf2;
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uniform int2   ui2;
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uniform uint2  uu2;
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int2   Fn1(in int2 x)   { return x; }
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uint2  Fn1(in uint2 x)  { return x; }
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float2 Fn1(in float2 x) { return x; }
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void Fn2(out int2 x)   { x = int2(0,0); }
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void Fn2(out uint2 x)  { x = uint2(0,0); }
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void Fn2(out float2 x) { x = float2(0,0); }
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float2 SomeValue() { return c2; }
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PS_OUTPUT main()
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{
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   PS_OUTPUT psout;
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   // 1D
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   g_tTex1df2[c1];
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   float2 r00 = g_tTex1df2[c1];
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   int2   r01 = g_tTex1di2[c1];
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   uint2  r02 = g_tTex1du2[c1];
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   // 2D
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   float2 r10 = g_tTex2df2[c2];
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   int2   r11 = g_tTex2di2[c2];
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   uint2  r12 = g_tTex2du2[c2];
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   // 3D
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   float2 r20 = g_tTex3df2[c3];
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   int2   r21 = g_tTex3di2[c3];
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   uint2  r22 = g_tTex3du2[c3];
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   float2 lf2 = uf2;
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   // Test as L-values
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   // 1D
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   g_tTex1df2[c1] = SomeValue(); // complex R-value
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   g_tTex1df2[c1] = lf2;
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   g_tTex1di2[c1] = int2(2,2);
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   g_tTex1du2[c1] = uint2(3,2);
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   // Test some operator= things, which need to do both a load and a store.
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   float2 val1 = (g_tTex1df2[c1] *= 2.0);
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   g_tTex1df2[c1] -= 3.0;
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   g_tTex1df2[c1] += 4.0;
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   g_tTex1di2[c1] /= 2;
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   g_tTex1di2[c1] %= 2;
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   g_tTex1di2[c1] &= 0xffff;
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   g_tTex1di2[c1] |= 0xf0f0;
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   g_tTex1di2[c1] <<= 2;
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   g_tTex1di2[c1] >>= 2;
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   // 2D
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   g_tTex2df2[c2] = SomeValue(); // complex L-value
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   g_tTex2df2[c2] = lf2;
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   g_tTex2di2[c2] = int2(5,2);
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   g_tTex2du2[c2] = uint2(6,2);
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   // 3D
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   g_tTex3df2[c3] = SomeValue(); // complex L-value
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   g_tTex3df2[c3] = lf2;
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   g_tTex3di2[c3] = int2(8,6);
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   g_tTex3du2[c3] = uint2(9,2);
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   // Test function calling
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   Fn1(g_tTex1df2[c1]);  // in
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   Fn1(g_tTex1di2[c1]);  // in
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   Fn1(g_tTex1du2[c1]);  // in
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   Fn2(g_tTex1df2[c1]);  // out
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   Fn2(g_tTex1di2[c1]);  // out
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   Fn2(g_tTex1du2[c1]);  // out
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   // Test increment operators
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   // pre-ops
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   ++g_tTex1df2[c1];
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   ++g_tTex1di2[c1];
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   ++g_tTex1du2[c1];
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   --g_tTex1df2[c1];
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   --g_tTex1di2[c1];
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   --g_tTex1du2[c1];
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   // post-ops
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   g_tTex1df2[c1]++;
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   g_tTex1du2[c1]--;
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   g_tTex1di2[c1]++;
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   g_tTex1df2[c1]--;
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   g_tTex1di2[c1]++;
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   g_tTex1du2[c1]--;
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   // read and write
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   g_tTex1df2[1] = g_tTex2df2[int2(2,3)];
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   psout.Color = 1.0;
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   return psout;
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}
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