
This adds structure splitting, which among other things will enable GS support where input structs are passed, and thus become input arrays of structs in the GS inputs. That is a common GS case. The salient points of this PR are: * Structure splitting has been changed from "always between stages" to "only into the VS and out of the PS". It had previously happened between stages because it's not legal to pass a struct containing a builtin IO variable. * Structs passed between stages are now split into a struct containing ONLY user types, and a collection of loose builtin IO variables, if any. The user-part is passed as a normal struct between stages, which is valid SPIR-V now that the builtin IO is removed. * Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g, functions can work unmodified. * If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS, the array reference is moved to the split-off loose variable, which is given the array dimension itself. When passing things around inside the shader, such as over a function call, the the original type is used in a sanitized form that removes the builtIn qualifications and makes them temporaries. This means internal function calls do not have to change. However, the type when returned from the shader will be member-wise copied from the internal sanitized one to the external type. The sanitized type is used in variable declarations. When copying split types and unsplit, if a sub-struct contains only user variables, it is copied as a single entity to avoid more AST verbosity. Above strategy arrived at with talks with @johnkslang. This is a big complex change. I'm inclined to leave it as a WIP until it can get some exposure to real world cases.
318 lines
18 KiB
Plaintext
318 lines
18 KiB
Plaintext
hlsl.struct.split.call.vert
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Shader version: 450
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0:? Sequence
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0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
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0:17 Function Parameters:
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0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:? Sequence
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0:18 add (temp 4-component vector of float)
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0:18 Pos_in: direct index for structure (temp 4-component vector of float)
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0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:18 Constant:
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0:18 1 (const int)
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0:18 Pos_out: direct index for structure (temp 4-component vector of float)
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0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:18 Constant:
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0:18 1 (const int)
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0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
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0:22 Function Parameters:
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0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:? Sequence
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0:25 move second child to first child (temp int)
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0:25 x0_out: direct index for structure (temp int)
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0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:25 Constant:
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0:25 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:26 move second child to first child (temp 4-component vector of float)
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0:26 Pos_out: direct index for structure (temp 4-component vector of float)
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0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:26 Constant:
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0:26 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:27 move second child to first child (temp int)
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0:27 x1_out: direct index for structure (temp int)
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0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:27 Constant:
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0:27 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
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0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Sequence
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0:29 move second child to first child (temp int)
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0:29 x0_in: direct index for structure (temp int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Pos_in: direct index for structure (temp 4-component vector of float)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:29 move second child to first child (temp int)
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0:29 x1_in: direct index for structure (temp int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp int)
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0:31 x0_out: direct index for structure (temp int)
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0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:31 Constant:
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0:31 0 (const int)
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0:31 x0_out: direct index for structure (temp int)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 0 (const int)
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_out' (out 4-component vector of float Position)
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0:31 Pos_out: direct index for structure (temp 4-component vector of float)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 1 (const int)
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0:31 move second child to first child (temp int)
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0:31 x1_out: direct index for structure (temp int)
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0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:31 Constant:
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0:31 1 (const int)
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0:31 x1_out: direct index for structure (temp int)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 2 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'Pos_out' (out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
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0:17 Function Parameters:
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0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:? Sequence
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0:18 add (temp 4-component vector of float)
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0:18 Pos_in: direct index for structure (temp 4-component vector of float)
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0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:18 Constant:
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0:18 1 (const int)
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0:18 Pos_out: direct index for structure (temp 4-component vector of float)
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0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:18 Constant:
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0:18 1 (const int)
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0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
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0:22 Function Parameters:
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0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:? Sequence
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0:25 move second child to first child (temp int)
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0:25 x0_out: direct index for structure (temp int)
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0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:25 Constant:
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0:25 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:26 move second child to first child (temp 4-component vector of float)
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0:26 Pos_out: direct index for structure (temp 4-component vector of float)
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0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:26 Constant:
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0:26 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:27 move second child to first child (temp int)
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0:27 x1_out: direct index for structure (temp int)
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0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:27 Constant:
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0:27 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
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0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Sequence
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0:29 move second child to first child (temp int)
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0:29 x0_in: direct index for structure (temp int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 0 (const int)
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0:? 'x0_in' (layout(location=0 ) in int)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Pos_in: direct index for structure (temp 4-component vector of float)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:29 move second child to first child (temp int)
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0:29 x1_in: direct index for structure (temp int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 Constant:
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0:29 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp int)
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0:31 x0_out: direct index for structure (temp int)
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0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:31 Constant:
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0:31 0 (const int)
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0:31 x0_out: direct index for structure (temp int)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 0 (const int)
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Pos_out' (out 4-component vector of float Position)
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0:31 Pos_out: direct index for structure (temp 4-component vector of float)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 1 (const int)
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0:31 move second child to first child (temp int)
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0:31 x1_out: direct index for structure (temp int)
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0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:31 Constant:
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0:31 1 (const int)
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0:31 x1_out: direct index for structure (temp int)
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0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:31 Constant:
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0:31 2 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'Pos_out' (out 4-component vector of float Position)
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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 69
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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 Vertex 4 "main" 28 33 37 56 62
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Name 4 "main"
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Name 9 "VS_INPUT"
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MemberName 9(VS_INPUT) 0 "x0_in"
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MemberName 9(VS_INPUT) 1 "Pos_in"
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MemberName 9(VS_INPUT) 2 "x1_in"
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Name 11 "VS_OUTPUT"
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MemberName 11(VS_OUTPUT) 0 "x0_out"
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MemberName 11(VS_OUTPUT) 1 "Pos_out"
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MemberName 11(VS_OUTPUT) 2 "x1_out"
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Name 16 "Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;"
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Name 14 "fn1_in"
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Name 15 "fn1_out"
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Name 25 "vsout"
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Name 28 "x0_in"
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Name 33 "Pos_in"
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Name 37 "x1_in"
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Name 40 "VS_INPUT"
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MemberName 40(VS_INPUT) 0 "x0_in"
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MemberName 40(VS_INPUT) 1 "Pos_in"
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MemberName 40(VS_INPUT) 2 "x1_in"
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Name 42 "aggShadow"
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Name 49 "param"
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Name 51 "param"
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Name 54 "VS_OUTPUT"
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MemberName 54(VS_OUTPUT) 0 "x0_out"
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MemberName 54(VS_OUTPUT) 1 "x1_out"
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Name 56 "@entryPointOutput"
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Name 62 "Pos_out"
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Decorate 28(x0_in) Location 0
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Decorate 33(Pos_in) BuiltIn Position
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Decorate 37(x1_in) Location 1
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Decorate 56(@entryPointOutput) Location 0
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Decorate 62(Pos_out) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypeFloat 32
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8: TypeVector 7(float) 4
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9(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int)
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10: TypePointer Function 9(VS_INPUT)
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11(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int)
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12: TypePointer Function 11(VS_OUTPUT)
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13: TypeFunction 2 10(ptr) 12(ptr)
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18: 6(int) Constant 1
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19: TypePointer Function 8(fvec4)
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26: 6(int) Constant 0
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27: TypePointer Input 6(int)
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28(x0_in): 27(ptr) Variable Input
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30: TypePointer Function 6(int)
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32: TypePointer Input 8(fvec4)
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33(Pos_in): 32(ptr) Variable Input
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36: 6(int) Constant 2
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37(x1_in): 27(ptr) Variable Input
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40(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int)
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41: TypePointer Function 40(VS_INPUT)
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54(VS_OUTPUT): TypeStruct 6(int) 6(int)
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55: TypePointer Output 54(VS_OUTPUT)
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56(@entryPointOutput): 55(ptr) Variable Output
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59: TypePointer Output 6(int)
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61: TypePointer Output 8(fvec4)
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62(Pos_out): 61(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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25(vsout): 12(ptr) Variable Function
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42(aggShadow): 41(ptr) Variable Function
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49(param): 41(ptr) Variable Function
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51(param): 12(ptr) Variable Function
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29: 6(int) Load 28(x0_in)
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31: 30(ptr) AccessChain 25(vsout) 26
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Store 31 29
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34: 8(fvec4) Load 33(Pos_in)
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35: 19(ptr) AccessChain 25(vsout) 18
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Store 35 34
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38: 6(int) Load 37(x1_in)
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39: 30(ptr) AccessChain 25(vsout) 36
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Store 39 38
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43: 6(int) Load 28(x0_in)
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44: 30(ptr) AccessChain 42(aggShadow) 26
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Store 44 43
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45: 8(fvec4) Load 33(Pos_in)
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46: 19(ptr) AccessChain 42(aggShadow) 18
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Store 46 45
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47: 6(int) Load 37(x1_in)
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48: 30(ptr) AccessChain 42(aggShadow) 36
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Store 48 47
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50:40(VS_INPUT) Load 42(aggShadow)
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Store 49(param) 50
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52:11(VS_OUTPUT) Load 25(vsout)
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Store 51(param) 52
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53: 2 FunctionCall 16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;) 49(param) 51(param)
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57: 30(ptr) AccessChain 25(vsout) 26
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58: 6(int) Load 57
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60: 59(ptr) AccessChain 56(@entryPointOutput) 26
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Store 60 58
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63: 19(ptr) AccessChain 25(vsout) 18
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64: 8(fvec4) Load 63
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Store 62(Pos_out) 64
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65: 30(ptr) AccessChain 25(vsout) 36
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66: 6(int) Load 65
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67: 59(ptr) AccessChain 56(@entryPointOutput) 18
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Store 67 66
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Return
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FunctionEnd
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16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;): 2 Function None 13
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14(fn1_in): 10(ptr) FunctionParameter
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15(fn1_out): 12(ptr) FunctionParameter
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17: Label
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20: 19(ptr) AccessChain 14(fn1_in) 18
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21: 8(fvec4) Load 20
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22: 19(ptr) AccessChain 15(fn1_out) 18
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23: 8(fvec4) Load 22
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24: 8(fvec4) FAdd 21 23
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Return
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FunctionEnd
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