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.
119 lines
4.7 KiB
Plaintext
119 lines
4.7 KiB
Plaintext
hlsl.promote.vec1.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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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:7 'f1a' (temp float)
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0:7 Construct float (temp float)
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0:7 'f1b' (temp 1-component vector of float)
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0:8 move second child to first child (temp 1-component vector of float)
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0:8 'f1b' (temp 1-component vector of float)
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0:8 Construct float (temp 1-component vector of float)
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0:8 'f1a' (temp float)
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0:11 step (temp 3-component vector of float)
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 'f3' (temp 3-component vector of float)
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0:13 sine (temp float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 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:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 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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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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0:3 Function Definition: main( (temp 4-component vector of float)
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0:3 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:7 'f1a' (temp float)
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0:7 Construct float (temp float)
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0:7 'f1b' (temp 1-component vector of float)
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0:8 move second child to first child (temp 1-component vector of float)
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0:8 'f1b' (temp 1-component vector of float)
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0:8 Construct float (temp 1-component vector of float)
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0:8 'f1a' (temp float)
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0:11 step (temp 3-component vector of float)
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 'f3' (temp 3-component vector of float)
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0:13 sine (temp float)
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0:13 Construct float (in float)
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0:13 'f1b' (temp 1-component vector of float)
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0:15 Sequence
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0:15 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:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:15 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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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 26
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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 "main" 23
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "f1a"
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Name 9 "f1b"
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Name 16 "f3"
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Name 23 "@entryPointOutput"
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Decorate 23(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypePointer Function 6(float)
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12: TypeVector 6(float) 3
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13: 6(float) Constant 0
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14: 12(fvec3) ConstantComposite 13 13 13
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15: TypePointer Function 12(fvec3)
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21: TypeVector 6(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: 21(fvec4) ConstantComposite 13 13 13 13
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4(main): 2 Function None 3
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5: Label
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8(f1a): 7(ptr) Variable Function
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9(f1b): 7(ptr) Variable Function
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16(f3): 15(ptr) Variable Function
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10: 6(float) Load 9(f1b)
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Store 8(f1a) 10
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11: 6(float) Load 8(f1a)
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Store 9(f1b) 11
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17: 12(fvec3) Load 16(f3)
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18: 12(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 14 17
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19: 6(float) Load 9(f1b)
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20: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 19
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Store 23(@entryPointOutput) 24
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Return
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FunctionEnd
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