
This PR adds a CreateParseContext() fn analogous to CreateBuiltInParseables(), to create a language specific built in parser. (This code was present before but not encapsualted in a fn). This can now be used to create a source language specific parser for builtins. Along with this, the code creating HLSL intrinsic prototypes can now produce them in HLSL syntax, rather than GLSL syntax. This relaxes certain prior restrictions at the parser level. Lower layers (e.g, SPIR-V) may still have such restrictions, such as around Nx1 matrices: this code does not impact that. This PR also fleshes out matrix types for bools and ints, both of which were partially in place before. This was easier than maintaining the restrictions in the HLSL prototype generator to avoid creating protoypes with those types. Many tests change because the result type from intrinsics moves from "global" to "temp". Several new tests are added for the new types.
134 lines
5.4 KiB
Plaintext
Executable File
134 lines
5.4 KiB
Plaintext
Executable File
hlsl.doLoop.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:3 Loop with condition not tested first
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0:3 Loop Condition
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0:3 Constant:
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0:3 false (const bool)
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0:3 No loop body
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0:4 Loop with condition not tested first
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0:4 Loop Condition
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0:4 Constant:
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0:4 false (const bool)
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0:4 No loop body
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0:5 Loop with condition not tested first
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0:5 Loop Condition
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0:5 all (temp bool)
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0:5 Equal (temp 4-component vector of bool)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 Loop Body
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0:5 Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:3 Loop with condition not tested first
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0:3 Loop Condition
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0:3 Constant:
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0:3 false (const bool)
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0:3 No loop body
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0:4 Loop with condition not tested first
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0:4 Loop Condition
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0:4 Constant:
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0:4 false (const bool)
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0:4 No loop body
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0:5 Loop with condition not tested first
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0:5 Loop Condition
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0:5 all (temp bool)
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0:5 Equal (temp 4-component vector of bool)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 Loop Body
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0:5 Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:5 'input' (layout(location=0 ) in 4-component vector of float)
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0:5 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 33
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 23 25
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 23 "@entryPointOutput"
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Name 25 "input"
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Decorate 23(@entryPointOutput) Location 0
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Decorate 25(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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10: TypeBool
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11: 10(bool) ConstantFalse
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20: TypeFloat 32
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21: TypeVector 20(float) 4
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22: TypePointer Output 21(fvec4)
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23(@entryPointOutput): 22(ptr) Variable Output
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24: TypePointer Input 21(fvec4)
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25(input): 24(ptr) Variable Input
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30: TypeVector 10(bool) 4
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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Branch 6
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6: Label
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LoopMerge 8 9 None
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Branch 7
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7: Label
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Branch 9
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9: Label
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BranchConditional 11 6 8
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8: Label
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Branch 12
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12: Label
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LoopMerge 14 15 None
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Branch 13
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13: Label
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Branch 15
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15: Label
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BranchConditional 11 12 14
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14: Label
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Branch 16
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16: Label
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LoopMerge 18 19 None
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Branch 17
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17: Label
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26: 21(fvec4) Load 25(input)
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Store 23(@entryPointOutput) 26
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Return
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19: Label
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28: 21(fvec4) Load 25(input)
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29: 21(fvec4) Load 25(input)
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31: 30(bvec4) FOrdEqual 28 29
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32: 10(bool) All 31
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BranchConditional 32 16 18
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18: Label
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Return
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FunctionEnd
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