HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
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hlsl.texture.struct.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:38 Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:38 Function Parameters:
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0:38 't1' ( in texture2D)
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0:? Sequence
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0:38 Branch: Return with expression
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0:38 Sequence
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0:38 move second child to first child ( temp 4-component vector of float)
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0:38 '@sampleResultShadow' ( temp 4-component vector of float)
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0:? texture ( temp 4-component vector of float)
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0:38 Construct combined texture-sampler ( temp sampler2D)
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0:38 't1' ( in texture2D)
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0:38 'g_sSamp' ( uniform sampler)
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0:? Constant:
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0:? 0.600000
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0:? 0.610000
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0:38 move second child to first child ( temp float)
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0:38 c0: direct index for structure ( temp float)
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0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:38 Constant:
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0:38 0 (const uint)
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0:38 direct index ( temp float)
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0:38 '@sampleResultShadow' ( temp 4-component vector of float)
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0:38 Constant:
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0:38 0 (const uint)
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0:38 move second child to first child ( temp float)
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0:38 direct index ( temp float)
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0:38 c1: direct index for structure ( temp 2-component vector of float)
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0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:38 Constant:
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0:38 1 (const uint)
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0:38 Constant:
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0:38 0 (const int)
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0:38 direct index ( temp float)
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0:38 '@sampleResultShadow' ( temp 4-component vector of float)
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0:38 Constant:
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0:38 1 (const uint)
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0:38 move second child to first child ( temp float)
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0:38 direct index ( temp float)
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0:38 c1: direct index for structure ( temp 2-component vector of float)
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0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:38 Constant:
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0:38 1 (const uint)
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0:38 Constant:
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0:38 1 (const int)
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0:38 direct index ( temp float)
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0:38 '@sampleResultShadow' ( temp 4-component vector of float)
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0:38 Constant:
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0:38 2 (const uint)
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0:38 move second child to first child ( temp float)
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0:38 c2: direct index for structure ( temp float)
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0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:38 Constant:
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0:38 2 (const uint)
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0:38 direct index ( temp float)
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0:38 '@sampleResultShadow' ( temp 4-component vector of float)
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0:38 Constant:
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0:38 3 (const uint)
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0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:39 Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:39 Function Parameters:
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0:39 't2' ( in texture2D)
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0:? Sequence
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0:39 Branch: Return with expression
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0:39 Sequence
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 '@sampleResultShadow' ( temp 4-component vector of float)
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0:? texture ( temp 4-component vector of float)
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0:39 Construct combined texture-sampler ( temp sampler2D)
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0:39 't2' ( in texture2D)
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0:39 'g_sSamp' ( uniform sampler)
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0:? Constant:
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0:? 0.600000
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0:? 0.610000
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0:39 move second child to first child ( temp float)
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0:39 c0: direct index for structure ( temp float)
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0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 direct index ( temp float)
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0:39 '@sampleResultShadow' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 0 (const uint)
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0:39 move second child to first child ( temp float)
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0:39 direct index ( temp float)
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0:39 c1: direct index for structure ( temp 3-component vector of float)
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0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:39 Constant:
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0:39 1 (const uint)
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0:39 Constant:
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0:39 0 (const int)
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0:39 direct index ( temp float)
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0:39 '@sampleResultShadow' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 1 (const uint)
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0:39 move second child to first child ( temp float)
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0:39 direct index ( temp float)
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0:39 c1: direct index for structure ( temp 3-component vector of float)
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0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:39 Constant:
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0:39 1 (const uint)
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0:39 Constant:
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0:39 1 (const int)
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0:39 direct index ( temp float)
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0:39 '@sampleResultShadow' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 2 (const uint)
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0:39 move second child to first child ( temp float)
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0:39 direct index ( temp float)
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0:39 c1: direct index for structure ( temp 3-component vector of float)
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0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:39 Constant:
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0:39 1 (const uint)
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0:39 Constant:
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0:39 2 (const int)
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0:39 direct index ( temp float)
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0:39 '@sampleResultShadow' ( temp 4-component vector of float)
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0:39 Constant:
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0:39 3 (const uint)
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0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:42 Function Definition: @main( ( temp 4-component vector of float)
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0:42 Function Parameters:
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0:? Sequence
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0:43 Sequence
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0:43 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 's1' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 Sequence
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0:43 move second child to first child ( temp 4-component vector of float)
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0:43 '@sampleResultShadow' ( temp 4-component vector of float)
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0:? texture ( temp 4-component vector of float)
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0:43 Construct combined texture-sampler ( temp sampler2D)
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0:43 'g_tTex2s1' ( uniform texture2D)
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0:43 'g_sSamp' ( uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.110000
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0:43 move second child to first child ( temp float)
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0:43 c0: direct index for structure ( temp float)
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0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 Constant:
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0:43 0 (const uint)
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0:43 direct index ( temp float)
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0:43 '@sampleResultShadow' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 0 (const uint)
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0:43 move second child to first child ( temp float)
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0:43 direct index ( temp float)
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0:43 c1: direct index for structure ( temp 2-component vector of float)
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0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 Constant:
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0:43 1 (const uint)
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0:43 Constant:
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0:43 0 (const int)
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0:43 direct index ( temp float)
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0:43 '@sampleResultShadow' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 1 (const uint)
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0:43 move second child to first child ( temp float)
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0:43 direct index ( temp float)
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0:43 c1: direct index for structure ( temp 2-component vector of float)
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0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 Constant:
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0:43 1 (const uint)
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0:43 Constant:
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0:43 1 (const int)
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0:43 direct index ( temp float)
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0:43 '@sampleResultShadow' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 2 (const uint)
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0:43 move second child to first child ( temp float)
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0:43 c2: direct index for structure ( temp float)
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0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:43 Constant:
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0:43 2 (const uint)
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0:43 direct index ( temp float)
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0:43 '@sampleResultShadow' ( temp 4-component vector of float)
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0:43 Constant:
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0:43 3 (const uint)
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0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
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0:44 Sequence
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0:44 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 's2' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 Sequence
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0:44 move second child to first child ( temp 4-component vector of float)
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0:44 '@sampleResultShadow' ( temp 4-component vector of float)
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0:? texture ( temp 4-component vector of float)
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0:44 Construct combined texture-sampler ( temp sampler2D)
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0:44 'g_tTex2s2' ( uniform texture2D)
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0:44 'g_sSamp' ( uniform sampler)
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0:? Constant:
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0:? 0.200000
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0:? 0.210000
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0:44 move second child to first child ( temp float)
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0:44 c0: direct index for structure ( temp float)
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0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 Constant:
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0:44 0 (const uint)
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0:44 direct index ( temp float)
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0:44 '@sampleResultShadow' ( temp 4-component vector of float)
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0:44 Constant:
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0:44 0 (const uint)
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0:44 move second child to first child ( temp float)
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0:44 direct index ( temp float)
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0:44 c1: direct index for structure ( temp 3-component vector of float)
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0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 Constant:
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0:44 1 (const uint)
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0:44 Constant:
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0:44 0 (const int)
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0:44 direct index ( temp float)
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0:44 '@sampleResultShadow' ( temp 4-component vector of float)
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0:44 Constant:
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0:44 1 (const uint)
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0:44 move second child to first child ( temp float)
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0:44 direct index ( temp float)
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0:44 c1: direct index for structure ( temp 3-component vector of float)
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0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 Constant:
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0:44 1 (const uint)
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0:44 Constant:
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0:44 1 (const int)
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0:44 direct index ( temp float)
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0:44 '@sampleResultShadow' ( temp 4-component vector of float)
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0:44 Constant:
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0:44 2 (const uint)
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0:44 move second child to first child ( temp float)
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0:44 direct index ( temp float)
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0:44 c1: direct index for structure ( temp 3-component vector of float)
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0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:44 Constant:
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0:44 1 (const uint)
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0:44 Constant:
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0:44 2 (const int)
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0:44 direct index ( temp float)
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0:44 '@sampleResultShadow' ( temp 4-component vector of float)
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0:44 Constant:
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0:44 3 (const uint)
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0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
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0:45 Sequence
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0:45 move second child to first child ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:45 's3' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:45 Sequence
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0:45 move second child to first child ( temp 4-component vector of float)
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0:45 '@sampleResultShadow' ( temp 4-component vector of float)
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0:? texture ( temp 4-component vector of float)
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0:45 Construct combined texture-sampler ( temp sampler2D)
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0:45 'g_tTex2s3' ( uniform texture2D)
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0:45 'g_sSamp' ( uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.310000
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0:45 move second child to first child ( temp float)
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0:45 direct index ( temp float)
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0:45 c0: direct index for structure ( temp 2-component vector of float)
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0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:45 Constant:
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0:45 0 (const uint)
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0:45 Constant:
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0:45 0 (const int)
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0:45 direct index ( temp float)
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0:45 '@sampleResultShadow' ( temp 4-component vector of float)
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0:45 Constant:
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0:45 0 (const uint)
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0:45 move second child to first child ( temp float)
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0:45 direct index ( temp float)
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0:45 c0: direct index for structure ( temp 2-component vector of float)
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0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:45 Constant:
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0:45 0 (const uint)
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0:45 Constant:
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0:45 1 (const int)
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0:45 direct index ( temp float)
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0:45 '@sampleResultShadow' ( temp 4-component vector of float)
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0:45 Constant:
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0:45 1 (const uint)
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0:45 move second child to first child ( temp float)
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0:45 direct index ( temp float)
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0:45 c1: direct index for structure ( temp 1-component vector of float)
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0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:45 Constant:
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0:45 1 (const uint)
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0:45 Constant:
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0:45 0 (const int)
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0:45 direct index ( temp float)
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0:45 '@sampleResultShadow' ( temp 4-component vector of float)
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0:45 Constant:
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0:45 2 (const uint)
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0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
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0:46 Sequence
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0:46 move second child to first child ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
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|
0:46 's4' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Sequence
|
|
|
|
0:46 move second child to first child ( temp 4-component vector of int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:? texture ( temp 4-component vector of int)
|
|
|
|
0:46 Construct combined texture-sampler ( temp isampler2D)
|
|
|
|
0:46 'g_tTex2s4' ( uniform itexture2D)
|
|
|
|
0:46 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.400000
|
|
|
|
0:? 0.410000
|
|
|
|
0:46 move second child to first child ( temp int)
|
|
|
|
0:46 c0: direct index for structure ( temp int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const uint)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const uint)
|
|
|
|
0:46 move second child to first child ( temp float)
|
|
|
|
0:46 direct index ( temp float)
|
|
|
|
0:46 c1: direct index for structure ( temp 2-component vector of int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const int)
|
|
|
|
0:46 Convert int to float ( temp float)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 move second child to first child ( temp float)
|
|
|
|
0:46 direct index ( temp float)
|
|
|
|
0:46 c1: direct index for structure ( temp 2-component vector of int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const int)
|
|
|
|
0:46 Convert int to float ( temp float)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 2 (const uint)
|
|
|
|
0:46 move second child to first child ( temp int)
|
|
|
|
0:46 c2: direct index for structure ( temp int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 2 (const uint)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 3 (const uint)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:47 Sequence
|
|
|
|
0:47 move second child to first child ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 's5' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Sequence
|
|
|
|
0:47 move second child to first child ( temp 4-component vector of uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:? texture ( temp 4-component vector of uint)
|
|
|
|
0:47 Construct combined texture-sampler ( temp usampler2D)
|
|
|
|
0:47 'g_tTex2s5' ( uniform utexture2D)
|
|
|
|
0:47 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.500000
|
|
|
|
0:? 0.510000
|
|
|
|
0:47 move second child to first child ( temp uint)
|
|
|
|
0:47 c0: direct index for structure ( temp uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 0 (const uint)
|
|
|
|
0:47 direct index ( temp uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 0 (const uint)
|
|
|
|
0:47 move second child to first child ( temp uint)
|
|
|
|
0:47 c1: direct index for structure ( temp uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 1 (const uint)
|
|
|
|
0:47 direct index ( temp uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 1 (const uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:49 Sequence
|
|
|
|
0:49 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 'r0' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 'g_tTex2s1' ( uniform texture2D)
|
|
|
|
0:50 Sequence
|
|
|
|
0:50 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 'r1' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 'g_tTex2s2' ( uniform texture2D)
|
|
|
|
0:51 Sequence
|
|
|
|
0:51 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 'r2' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 'g_tTex2s1a' ( uniform texture2D)
|
|
|
|
0:53 Branch: Return with expression
|
|
|
|
0:53 Constant:
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:42 Function Definition: main( ( temp void)
|
|
|
|
0:42 Function Parameters:
|
|
|
|
0:? Sequence
|
|
|
|
0:42 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
|
|
0:42 Function Call: @main( ( temp 4-component vector of float)
|
|
|
|
0:? Linker Objects
|
|
|
|
0:? 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? 'g_tTex2s1' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s2' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s3' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s4' ( uniform itexture2D)
|
|
|
|
0:? 'g_tTex2s5' ( uniform utexture2D)
|
|
|
|
0:? 'g_tTex2s1a' ( uniform texture2D)
|
|
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
|
|
|
|
|
|
|
|
|
|
Linked fragment stage:
|
|
|
|
|
|
|
|
|
|
|
|
Shader version: 500
|
|
|
|
gl_FragCoord origin is upper left
|
|
|
|
0:? Sequence
|
|
|
|
0:38 Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:38 Function Parameters:
|
|
|
|
0:38 't1' ( in texture2D)
|
|
|
|
0:? Sequence
|
|
|
|
0:38 Branch: Return with expression
|
|
|
|
0:38 Sequence
|
|
|
|
0:38 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:? texture ( temp 4-component vector of float)
|
|
|
|
0:38 Construct combined texture-sampler ( temp sampler2D)
|
|
|
|
0:38 't1' ( in texture2D)
|
|
|
|
0:38 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.600000
|
|
|
|
0:? 0.610000
|
|
|
|
0:38 move second child to first child ( temp float)
|
|
|
|
0:38 c0: direct index for structure ( temp float)
|
|
|
|
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 0 (const uint)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 0 (const uint)
|
|
|
|
0:38 move second child to first child ( temp float)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 c1: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 1 (const uint)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 0 (const int)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 1 (const uint)
|
|
|
|
0:38 move second child to first child ( temp float)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 c1: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 1 (const uint)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 1 (const int)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 2 (const uint)
|
|
|
|
0:38 move second child to first child ( temp float)
|
|
|
|
0:38 c2: direct index for structure ( temp float)
|
|
|
|
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 2 (const uint)
|
|
|
|
0:38 direct index ( temp float)
|
|
|
|
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:38 Constant:
|
|
|
|
0:38 3 (const uint)
|
|
|
|
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:39 Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:39 Function Parameters:
|
|
|
|
0:39 't2' ( in texture2D)
|
|
|
|
0:? Sequence
|
|
|
|
0:39 Branch: Return with expression
|
|
|
|
0:39 Sequence
|
|
|
|
0:39 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:? texture ( temp 4-component vector of float)
|
|
|
|
0:39 Construct combined texture-sampler ( temp sampler2D)
|
|
|
|
0:39 't2' ( in texture2D)
|
|
|
|
0:39 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.600000
|
|
|
|
0:? 0.610000
|
|
|
|
0:39 move second child to first child ( temp float)
|
|
|
|
0:39 c0: direct index for structure ( temp float)
|
|
|
|
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 0 (const uint)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 0 (const uint)
|
|
|
|
0:39 move second child to first child ( temp float)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 1 (const uint)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 0 (const int)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 1 (const uint)
|
|
|
|
0:39 move second child to first child ( temp float)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 1 (const uint)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 1 (const int)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 2 (const uint)
|
|
|
|
0:39 move second child to first child ( temp float)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 1 (const uint)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 2 (const int)
|
|
|
|
0:39 direct index ( temp float)
|
|
|
|
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:39 Constant:
|
|
|
|
0:39 3 (const uint)
|
|
|
|
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:42 Function Definition: @main( ( temp 4-component vector of float)
|
|
|
|
0:42 Function Parameters:
|
|
|
|
0:? Sequence
|
|
|
|
0:43 Sequence
|
|
|
|
0:43 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 's1' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 Sequence
|
|
|
|
0:43 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:? texture ( temp 4-component vector of float)
|
|
|
|
0:43 Construct combined texture-sampler ( temp sampler2D)
|
|
|
|
0:43 'g_tTex2s1' ( uniform texture2D)
|
|
|
|
0:43 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.100000
|
|
|
|
0:? 0.110000
|
|
|
|
0:43 move second child to first child ( temp float)
|
|
|
|
0:43 c0: direct index for structure ( temp float)
|
|
|
|
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 0 (const uint)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 0 (const uint)
|
|
|
|
0:43 move second child to first child ( temp float)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 c1: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 1 (const uint)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 0 (const int)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 1 (const uint)
|
|
|
|
0:43 move second child to first child ( temp float)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 c1: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 1 (const uint)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 1 (const int)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 2 (const uint)
|
|
|
|
0:43 move second child to first child ( temp float)
|
|
|
|
0:43 c2: direct index for structure ( temp float)
|
|
|
|
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 2 (const uint)
|
|
|
|
0:43 direct index ( temp float)
|
|
|
|
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:43 Constant:
|
|
|
|
0:43 3 (const uint)
|
|
|
|
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:44 Sequence
|
|
|
|
0:44 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 's2' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 Sequence
|
|
|
|
0:44 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:? texture ( temp 4-component vector of float)
|
|
|
|
0:44 Construct combined texture-sampler ( temp sampler2D)
|
|
|
|
0:44 'g_tTex2s2' ( uniform texture2D)
|
|
|
|
0:44 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.200000
|
|
|
|
0:? 0.210000
|
|
|
|
0:44 move second child to first child ( temp float)
|
|
|
|
0:44 c0: direct index for structure ( temp float)
|
|
|
|
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 0 (const uint)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 0 (const uint)
|
|
|
|
0:44 move second child to first child ( temp float)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 1 (const uint)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 0 (const int)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 1 (const uint)
|
|
|
|
0:44 move second child to first child ( temp float)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 1 (const uint)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 1 (const int)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 2 (const uint)
|
|
|
|
0:44 move second child to first child ( temp float)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 c1: direct index for structure ( temp 3-component vector of float)
|
|
|
|
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 1 (const uint)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 2 (const int)
|
|
|
|
0:44 direct index ( temp float)
|
|
|
|
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:44 Constant:
|
|
|
|
0:44 3 (const uint)
|
|
|
|
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:45 Sequence
|
|
|
|
0:45 move second child to first child ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:45 's3' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:45 Sequence
|
|
|
|
0:45 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:? texture ( temp 4-component vector of float)
|
|
|
|
0:45 Construct combined texture-sampler ( temp sampler2D)
|
|
|
|
0:45 'g_tTex2s3' ( uniform texture2D)
|
|
|
|
0:45 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.300000
|
|
|
|
0:? 0.310000
|
|
|
|
0:45 move second child to first child ( temp float)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 c0: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 0 (const uint)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 0 (const int)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 0 (const uint)
|
|
|
|
0:45 move second child to first child ( temp float)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 c0: direct index for structure ( temp 2-component vector of float)
|
|
|
|
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 0 (const uint)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 1 (const int)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 1 (const uint)
|
|
|
|
0:45 move second child to first child ( temp float)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 c1: direct index for structure ( temp 1-component vector of float)
|
|
|
|
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 1 (const uint)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 0 (const int)
|
|
|
|
0:45 direct index ( temp float)
|
|
|
|
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
|
|
|
|
0:45 Constant:
|
|
|
|
0:45 2 (const uint)
|
|
|
|
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
|
|
|
|
0:46 Sequence
|
|
|
|
0:46 move second child to first child ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 's4' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Sequence
|
|
|
|
0:46 move second child to first child ( temp 4-component vector of int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:? texture ( temp 4-component vector of int)
|
|
|
|
0:46 Construct combined texture-sampler ( temp isampler2D)
|
|
|
|
0:46 'g_tTex2s4' ( uniform itexture2D)
|
|
|
|
0:46 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.400000
|
|
|
|
0:? 0.410000
|
|
|
|
0:46 move second child to first child ( temp int)
|
|
|
|
0:46 c0: direct index for structure ( temp int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const uint)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const uint)
|
|
|
|
0:46 move second child to first child ( temp float)
|
|
|
|
0:46 direct index ( temp float)
|
|
|
|
0:46 c1: direct index for structure ( temp 2-component vector of int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 0 (const int)
|
|
|
|
0:46 Convert int to float ( temp float)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 move second child to first child ( temp float)
|
|
|
|
0:46 direct index ( temp float)
|
|
|
|
0:46 c1: direct index for structure ( temp 2-component vector of int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const uint)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 1 (const int)
|
|
|
|
0:46 Convert int to float ( temp float)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 2 (const uint)
|
|
|
|
0:46 move second child to first child ( temp int)
|
|
|
|
0:46 c2: direct index for structure ( temp int)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 2 (const uint)
|
|
|
|
0:46 direct index ( temp int)
|
|
|
|
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
|
|
|
|
0:46 Constant:
|
|
|
|
0:46 3 (const uint)
|
|
|
|
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
|
|
|
|
0:47 Sequence
|
|
|
|
0:47 move second child to first child ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 's5' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Sequence
|
|
|
|
0:47 move second child to first child ( temp 4-component vector of uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:? texture ( temp 4-component vector of uint)
|
|
|
|
0:47 Construct combined texture-sampler ( temp usampler2D)
|
|
|
|
0:47 'g_tTex2s5' ( uniform utexture2D)
|
|
|
|
0:47 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? Constant:
|
|
|
|
0:? 0.500000
|
|
|
|
0:? 0.510000
|
|
|
|
0:47 move second child to first child ( temp uint)
|
|
|
|
0:47 c0: direct index for structure ( temp uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 0 (const uint)
|
|
|
|
0:47 direct index ( temp uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 0 (const uint)
|
|
|
|
0:47 move second child to first child ( temp uint)
|
|
|
|
0:47 c1: direct index for structure ( temp uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 1 (const uint)
|
|
|
|
0:47 direct index ( temp uint)
|
|
|
|
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
|
|
|
|
0:47 Constant:
|
|
|
|
0:47 1 (const uint)
|
|
|
|
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
|
|
|
|
0:49 Sequence
|
|
|
|
0:49 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 'r0' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:49 'g_tTex2s1' ( uniform texture2D)
|
|
|
|
0:50 Sequence
|
|
|
|
0:50 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 'r1' ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
|
|
|
|
0:50 'g_tTex2s2' ( uniform texture2D)
|
|
|
|
0:51 Sequence
|
|
|
|
0:51 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 'r2' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
|
|
|
|
0:51 'g_tTex2s1a' ( uniform texture2D)
|
|
|
|
0:53 Branch: Return with expression
|
|
|
|
0:53 Constant:
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:53 0.000000
|
|
|
|
0:42 Function Definition: main( ( temp void)
|
|
|
|
0:42 Function Parameters:
|
|
|
|
0:? Sequence
|
|
|
|
0:42 move second child to first child ( temp 4-component vector of float)
|
|
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
|
|
0:42 Function Call: @main( ( temp 4-component vector of float)
|
|
|
|
0:? Linker Objects
|
|
|
|
0:? 'g_sSamp' ( uniform sampler)
|
|
|
|
0:? 'g_tTex2s1' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s2' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s3' ( uniform texture2D)
|
|
|
|
0:? 'g_tTex2s4' ( uniform itexture2D)
|
|
|
|
0:? 'g_tTex2s5' ( uniform utexture2D)
|
|
|
|
0:? 'g_tTex2s1a' ( uniform texture2D)
|
|
|
|
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
|
|
|
|
|
|
|
// Module Version 10000
|
2017-10-07 17:33:11 +00:00
|
|
|
// Generated by (magic number): 80002
|
2017-09-08 08:38:07 +00:00
|
|
|
// Id's are bound by 240
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
|
|
|
|
Capability Shader
|
|
|
|
1: ExtInstImport "GLSL.std.450"
|
|
|
|
MemoryModel Logical GLSL450
|
2017-09-08 08:38:07 +00:00
|
|
|
EntryPoint Fragment 4 "main" 238
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
ExecutionMode 4 OriginUpperLeft
|
|
|
|
Source HLSL 500
|
|
|
|
Name 4 "main"
|
|
|
|
Name 10 "s1_t"
|
|
|
|
MemberName 10(s1_t) 0 "c0"
|
|
|
|
MemberName 10(s1_t) 1 "c1"
|
|
|
|
MemberName 10(s1_t) 2 "c2"
|
|
|
|
Name 13 "fn1(t2-tx-struct0-1;"
|
|
|
|
Name 12 "t1"
|
|
|
|
Name 16 "s2_t"
|
|
|
|
MemberName 16(s2_t) 0 "c0"
|
|
|
|
MemberName 16(s2_t) 1 "c1"
|
|
|
|
Name 19 "fn1(t2-tx-struct1-1;"
|
|
|
|
Name 18 "t2"
|
|
|
|
Name 23 "@main("
|
|
|
|
Name 26 "@sampleResultShadow"
|
|
|
|
Name 30 "g_sSamp"
|
|
|
|
Name 39 "@sampleStructTemp"
|
|
|
|
Name 65 "@sampleResultShadow"
|
|
|
|
Name 71 "@sampleStructTemp"
|
|
|
|
Name 87 "s1"
|
|
|
|
Name 88 "@sampleResultShadow"
|
2017-09-08 08:38:07 +00:00
|
|
|
Name 90 "g_tTex2s1"
|
|
|
|
Name 98 "@sampleStructTemp"
|
|
|
|
Name 112 "s2"
|
|
|
|
Name 113 "@sampleResultShadow"
|
|
|
|
Name 114 "g_tTex2s2"
|
|
|
|
Name 122 "@sampleStructTemp"
|
|
|
|
Name 136 "s3_t"
|
|
|
|
MemberName 136(s3_t) 0 "c0"
|
|
|
|
MemberName 136(s3_t) 1 "c1"
|
|
|
|
Name 138 "s3"
|
|
|
|
Name 139 "@sampleResultShadow"
|
|
|
|
Name 140 "g_tTex2s3"
|
|
|
|
Name 148 "@sampleStructTemp"
|
|
|
|
Name 160 "s4_t"
|
|
|
|
MemberName 160(s4_t) 0 "c0"
|
|
|
|
MemberName 160(s4_t) 1 "c1"
|
|
|
|
MemberName 160(s4_t) 2 "c2"
|
|
|
|
Name 162 "s4"
|
|
|
|
Name 165 "@sampleResultShadow"
|
|
|
|
Name 168 "g_tTex2s4"
|
|
|
|
Name 177 "@sampleStructTemp"
|
|
|
|
Name 194 "s5_t"
|
|
|
|
MemberName 194(s5_t) 0 "c0"
|
|
|
|
MemberName 194(s5_t) 1 "c1"
|
|
|
|
Name 196 "s5"
|
|
|
|
Name 199 "@sampleResultShadow"
|
|
|
|
Name 202 "g_tTex2s5"
|
|
|
|
Name 211 "@sampleStructTemp"
|
|
|
|
Name 220 "r0"
|
|
|
|
Name 221 "param"
|
|
|
|
Name 224 "r1"
|
|
|
|
Name 225 "param"
|
|
|
|
Name 228 "r2"
|
|
|
|
Name 229 "g_tTex2s1a"
|
|
|
|
Name 230 "param"
|
|
|
|
Name 238 "@entryPointOutput"
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
Decorate 30(g_sSamp) DescriptorSet 0
|
2017-09-08 08:38:07 +00:00
|
|
|
Decorate 90(g_tTex2s1) DescriptorSet 0
|
|
|
|
Decorate 114(g_tTex2s2) DescriptorSet 0
|
|
|
|
Decorate 140(g_tTex2s3) DescriptorSet 0
|
|
|
|
Decorate 168(g_tTex2s4) DescriptorSet 0
|
|
|
|
Decorate 202(g_tTex2s5) DescriptorSet 0
|
|
|
|
Decorate 229(g_tTex2s1a) DescriptorSet 0
|
|
|
|
Decorate 238(@entryPointOutput) Location 0
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
2: TypeVoid
|
|
|
|
3: TypeFunction 2
|
|
|
|
6: TypeFloat 32
|
|
|
|
7: TypeImage 6(float) 2D sampled format:Unknown
|
2017-09-08 08:38:07 +00:00
|
|
|
8: TypePointer Function 7
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
9: TypeVector 6(float) 2
|
|
|
|
10(s1_t): TypeStruct 6(float) 9(fvec2) 6(float)
|
|
|
|
11: TypeFunction 10(s1_t) 8(ptr)
|
|
|
|
15: TypeVector 6(float) 3
|
|
|
|
16(s2_t): TypeStruct 6(float) 15(fvec3)
|
|
|
|
17: TypeFunction 16(s2_t) 8(ptr)
|
|
|
|
21: TypeVector 6(float) 4
|
|
|
|
22: TypeFunction 21(fvec4)
|
|
|
|
25: TypePointer Function 21(fvec4)
|
|
|
|
28: TypeSampler
|
|
|
|
29: TypePointer UniformConstant 28
|
|
|
|
30(g_sSamp): 29(ptr) Variable UniformConstant
|
|
|
|
32: TypeSampledImage 7
|
|
|
|
34: 6(float) Constant 1058642330
|
|
|
|
35: 6(float) Constant 1058810102
|
|
|
|
36: 9(fvec2) ConstantComposite 34 35
|
|
|
|
38: TypePointer Function 10(s1_t)
|
|
|
|
40: TypeInt 32 1
|
|
|
|
41: 40(int) Constant 0
|
|
|
|
42: TypeInt 32 0
|
|
|
|
43: 42(int) Constant 0
|
|
|
|
44: TypePointer Function 6(float)
|
|
|
|
48: 40(int) Constant 1
|
|
|
|
49: 42(int) Constant 1
|
|
|
|
53: 42(int) Constant 2
|
|
|
|
57: 40(int) Constant 2
|
|
|
|
58: 42(int) Constant 3
|
|
|
|
70: TypePointer Function 16(s2_t)
|
2017-09-08 08:38:07 +00:00
|
|
|
89: TypePointer UniformConstant 7
|
|
|
|
90(g_tTex2s1): 89(ptr) Variable UniformConstant
|
|
|
|
94: 6(float) Constant 1036831949
|
|
|
|
95: 6(float) Constant 1038174126
|
|
|
|
96: 9(fvec2) ConstantComposite 94 95
|
|
|
|
114(g_tTex2s2): 89(ptr) Variable UniformConstant
|
|
|
|
118: 6(float) Constant 1045220557
|
|
|
|
119: 6(float) Constant 1045891645
|
|
|
|
120: 9(fvec2) ConstantComposite 118 119
|
|
|
|
136(s3_t): TypeStruct 9(fvec2) 6(float)
|
|
|
|
137: TypePointer Function 136(s3_t)
|
|
|
|
140(g_tTex2s3): 89(ptr) Variable UniformConstant
|
|
|
|
144: 6(float) Constant 1050253722
|
|
|
|
145: 6(float) Constant 1050589266
|
|
|
|
146: 9(fvec2) ConstantComposite 144 145
|
|
|
|
159: TypeVector 40(int) 2
|
|
|
|
160(s4_t): TypeStruct 40(int) 159(ivec2) 40(int)
|
|
|
|
161: TypePointer Function 160(s4_t)
|
|
|
|
163: TypeVector 40(int) 4
|
|
|
|
164: TypePointer Function 163(ivec4)
|
|
|
|
166: TypeImage 40(int) 2D sampled format:Unknown
|
|
|
|
167: TypePointer UniformConstant 166
|
|
|
|
168(g_tTex2s4): 167(ptr) Variable UniformConstant
|
|
|
|
171: TypeSampledImage 166
|
|
|
|
173: 6(float) Constant 1053609165
|
|
|
|
174: 6(float) Constant 1053944709
|
|
|
|
175: 9(fvec2) ConstantComposite 173 174
|
|
|
|
178: TypePointer Function 40(int)
|
|
|
|
194(s5_t): TypeStruct 42(int) 42(int)
|
|
|
|
195: TypePointer Function 194(s5_t)
|
|
|
|
197: TypeVector 42(int) 4
|
|
|
|
198: TypePointer Function 197(ivec4)
|
|
|
|
200: TypeImage 42(int) 2D sampled format:Unknown
|
|
|
|
201: TypePointer UniformConstant 200
|
|
|
|
202(g_tTex2s5): 201(ptr) Variable UniformConstant
|
|
|
|
205: TypeSampledImage 200
|
|
|
|
207: 6(float) Constant 1056964608
|
|
|
|
208: 6(float) Constant 1057132380
|
|
|
|
209: 9(fvec2) ConstantComposite 207 208
|
|
|
|
212: TypePointer Function 42(int)
|
|
|
|
229(g_tTex2s1a): 89(ptr) Variable UniformConstant
|
|
|
|
233: 6(float) Constant 0
|
|
|
|
234: 21(fvec4) ConstantComposite 233 233 233 233
|
|
|
|
237: TypePointer Output 21(fvec4)
|
|
|
|
238(@entryPointOutput): 237(ptr) Variable Output
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
4(main): 2 Function None 3
|
|
|
|
5: Label
|
2017-09-08 08:38:07 +00:00
|
|
|
239: 21(fvec4) FunctionCall 23(@main()
|
|
|
|
Store 238(@entryPointOutput) 239
|
HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
|
|
|
Return
|
|
|
|
FunctionEnd
|
|
|
|
13(fn1(t2-tx-struct0-1;): 10(s1_t) Function None 11
|
|
|
|
12(t1): 8(ptr) FunctionParameter
|
|
|
|
14: Label
|
|
|
|
26(@sampleResultShadow): 25(ptr) Variable Function
|
|
|
|
39(@sampleStructTemp): 38(ptr) Variable Function
|
|
|
|
27: 7 Load 12(t1)
|
|
|
|
31: 28 Load 30(g_sSamp)
|
|
|
|
33: 32 SampledImage 27 31
|
|
|
|
37: 21(fvec4) ImageSampleImplicitLod 33 36
|
|
|
|
Store 26(@sampleResultShadow) 37
|
|
|
|
45: 44(ptr) AccessChain 26(@sampleResultShadow) 43
|
|
|
|
46: 6(float) Load 45
|
|
|
|
47: 44(ptr) AccessChain 39(@sampleStructTemp) 41
|
|
|
|
Store 47 46
|
|
|
|
50: 44(ptr) AccessChain 26(@sampleResultShadow) 49
|
|
|
|
51: 6(float) Load 50
|
|
|
|
52: 44(ptr) AccessChain 39(@sampleStructTemp) 48 43
|
|
|
|
Store 52 51
|
|
|
|
54: 44(ptr) AccessChain 26(@sampleResultShadow) 53
|
|
|
|
55: 6(float) Load 54
|
|
|
|
56: 44(ptr) AccessChain 39(@sampleStructTemp) 48 49
|
|
|
|
Store 56 55
|
|
|
|
59: 44(ptr) AccessChain 26(@sampleResultShadow) 58
|
|
|
|
60: 6(float) Load 59
|
|
|
|
61: 44(ptr) AccessChain 39(@sampleStructTemp) 57
|
|
|
|
Store 61 60
|
|
|
|
62: 10(s1_t) Load 39(@sampleStructTemp)
|
|
|
|
ReturnValue 62
|
|
|
|
FunctionEnd
|
|
|
|
19(fn1(t2-tx-struct1-1;): 16(s2_t) Function None 17
|
|
|
|
18(t2): 8(ptr) FunctionParameter
|
|
|
|
20: Label
|
|
|
|
65(@sampleResultShadow): 25(ptr) Variable Function
|
|
|
|
71(@sampleStructTemp): 70(ptr) Variable Function
|
|
|
|
66: 7 Load 18(t2)
|
|
|
|
67: 28 Load 30(g_sSamp)
|
|
|
|
68: 32 SampledImage 66 67
|
|
|
|
69: 21(fvec4) ImageSampleImplicitLod 68 36
|
|
|
|
Store 65(@sampleResultShadow) 69
|
|
|
|
72: 44(ptr) AccessChain 65(@sampleResultShadow) 43
|
|
|
|
73: 6(float) Load 72
|
|
|
|
74: 44(ptr) AccessChain 71(@sampleStructTemp) 41
|
|
|
|
Store 74 73
|
|
|
|
75: 44(ptr) AccessChain 65(@sampleResultShadow) 49
|
|
|
|
76: 6(float) Load 75
|
|
|
|
77: 44(ptr) AccessChain 71(@sampleStructTemp) 48 43
|
|
|
|
Store 77 76
|
|
|
|
78: 44(ptr) AccessChain 65(@sampleResultShadow) 53
|
|
|
|
79: 6(float) Load 78
|
|
|
|
80: 44(ptr) AccessChain 71(@sampleStructTemp) 48 49
|
|
|
|
Store 80 79
|
|
|
|
81: 44(ptr) AccessChain 65(@sampleResultShadow) 58
|
|
|
|
82: 6(float) Load 81
|
|
|
|
83: 44(ptr) AccessChain 71(@sampleStructTemp) 48 53
|
|
|
|
Store 83 82
|
|
|
|
84: 16(s2_t) Load 71(@sampleStructTemp)
|
|
|
|
ReturnValue 84
|
|
|
|
FunctionEnd
|
|
|
|
23(@main(): 21(fvec4) Function None 22
|
|
|
|
24: Label
|
|
|
|
87(s1): 38(ptr) Variable Function
|
|
|
|
88(@sampleResultShadow): 25(ptr) Variable Function
|
2017-09-08 08:38:07 +00:00
|
|
|
98(@sampleStructTemp): 38(ptr) Variable Function
|
|
|
|
112(s2): 70(ptr) Variable Function
|
|
|
|
113(@sampleResultShadow): 25(ptr) Variable Function
|
|
|
|
122(@sampleStructTemp): 70(ptr) Variable Function
|
|
|
|
138(s3): 137(ptr) Variable Function
|
|
|
|
139(@sampleResultShadow): 25(ptr) Variable Function
|
|
|
|
148(@sampleStructTemp): 137(ptr) Variable Function
|
|
|
|
162(s4): 161(ptr) Variable Function
|
|
|
|
165(@sampleResultShadow): 164(ptr) Variable Function
|
|
|
|
177(@sampleStructTemp): 161(ptr) Variable Function
|
|
|
|
196(s5): 195(ptr) Variable Function
|
|
|
|
199(@sampleResultShadow): 198(ptr) Variable Function
|
|
|
|
211(@sampleStructTemp): 195(ptr) Variable Function
|
|
|
|
220(r0): 38(ptr) Variable Function
|
|
|
|
221(param): 8(ptr) Variable Function
|
|
|
|
224(r1): 70(ptr) Variable Function
|
|
|
|
225(param): 8(ptr) Variable Function
|
|
|
|
228(r2): 38(ptr) Variable Function
|
|
|
|
230(param): 8(ptr) Variable Function
|
|
|
|
91: 7 Load 90(g_tTex2s1)
|
|
|
|
92: 28 Load 30(g_sSamp)
|
|
|
|
93: 32 SampledImage 91 92
|
|
|
|
97: 21(fvec4) ImageSampleImplicitLod 93 96
|
|
|
|
Store 88(@sampleResultShadow) 97
|
|
|
|
99: 44(ptr) AccessChain 88(@sampleResultShadow) 43
|
|
|
|
100: 6(float) Load 99
|
|
|
|
101: 44(ptr) AccessChain 98(@sampleStructTemp) 41
|
|
|
|
Store 101 100
|
|
|
|
102: 44(ptr) AccessChain 88(@sampleResultShadow) 49
|
|
|
|
103: 6(float) Load 102
|
|
|
|
104: 44(ptr) AccessChain 98(@sampleStructTemp) 48 43
|
|
|
|
Store 104 103
|
|
|
|
105: 44(ptr) AccessChain 88(@sampleResultShadow) 53
|
|
|
|
106: 6(float) Load 105
|
|
|
|
107: 44(ptr) AccessChain 98(@sampleStructTemp) 48 49
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Store 107 106
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108: 44(ptr) AccessChain 88(@sampleResultShadow) 58
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109: 6(float) Load 108
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110: 44(ptr) AccessChain 98(@sampleStructTemp) 57
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Store 110 109
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111: 10(s1_t) Load 98(@sampleStructTemp)
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Store 87(s1) 111
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115: 7 Load 114(g_tTex2s2)
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116: 28 Load 30(g_sSamp)
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117: 32 SampledImage 115 116
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121: 21(fvec4) ImageSampleImplicitLod 117 120
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Store 113(@sampleResultShadow) 121
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123: 44(ptr) AccessChain 113(@sampleResultShadow) 43
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124: 6(float) Load 123
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125: 44(ptr) AccessChain 122(@sampleStructTemp) 41
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Store 125 124
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126: 44(ptr) AccessChain 113(@sampleResultShadow) 49
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127: 6(float) Load 126
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128: 44(ptr) AccessChain 122(@sampleStructTemp) 48 43
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Store 128 127
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129: 44(ptr) AccessChain 113(@sampleResultShadow) 53
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130: 6(float) Load 129
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131: 44(ptr) AccessChain 122(@sampleStructTemp) 48 49
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Store 131 130
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132: 44(ptr) AccessChain 113(@sampleResultShadow) 58
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133: 6(float) Load 132
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134: 44(ptr) AccessChain 122(@sampleStructTemp) 48 53
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Store 134 133
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135: 16(s2_t) Load 122(@sampleStructTemp)
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Store 112(s2) 135
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141: 7 Load 140(g_tTex2s3)
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142: 28 Load 30(g_sSamp)
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143: 32 SampledImage 141 142
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147: 21(fvec4) ImageSampleImplicitLod 143 146
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Store 139(@sampleResultShadow) 147
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149: 44(ptr) AccessChain 139(@sampleResultShadow) 43
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150: 6(float) Load 149
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151: 44(ptr) AccessChain 148(@sampleStructTemp) 41 43
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Store 151 150
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152: 44(ptr) AccessChain 139(@sampleResultShadow) 49
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153: 6(float) Load 152
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154: 44(ptr) AccessChain 148(@sampleStructTemp) 41 49
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Store 154 153
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155: 44(ptr) AccessChain 139(@sampleResultShadow) 53
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156: 6(float) Load 155
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157: 44(ptr) AccessChain 148(@sampleStructTemp) 48
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Store 157 156
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158: 136(s3_t) Load 148(@sampleStructTemp)
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Store 138(s3) 158
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169: 166 Load 168(g_tTex2s4)
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170: 28 Load 30(g_sSamp)
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172: 171 SampledImage 169 170
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176: 163(ivec4) ImageSampleImplicitLod 172 175
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Store 165(@sampleResultShadow) 176
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179: 178(ptr) AccessChain 165(@sampleResultShadow) 43
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180: 40(int) Load 179
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181: 178(ptr) AccessChain 177(@sampleStructTemp) 41
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Store 181 180
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182: 178(ptr) AccessChain 165(@sampleResultShadow) 49
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183: 40(int) Load 182
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184: 6(float) ConvertSToF 183
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185: 178(ptr) AccessChain 177(@sampleStructTemp) 48 43
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Store 185 184
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186: 178(ptr) AccessChain 165(@sampleResultShadow) 53
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187: 40(int) Load 186
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188: 6(float) ConvertSToF 187
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189: 178(ptr) AccessChain 177(@sampleStructTemp) 48 49
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Store 189 188
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190: 178(ptr) AccessChain 165(@sampleResultShadow) 58
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191: 40(int) Load 190
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192: 178(ptr) AccessChain 177(@sampleStructTemp) 57
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Store 192 191
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193: 160(s4_t) Load 177(@sampleStructTemp)
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Store 162(s4) 193
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203: 200 Load 202(g_tTex2s5)
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204: 28 Load 30(g_sSamp)
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206: 205 SampledImage 203 204
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210: 197(ivec4) ImageSampleImplicitLod 206 209
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Store 199(@sampleResultShadow) 210
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213: 212(ptr) AccessChain 199(@sampleResultShadow) 43
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214: 42(int) Load 213
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215: 212(ptr) AccessChain 211(@sampleStructTemp) 41
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Store 215 214
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216: 212(ptr) AccessChain 199(@sampleResultShadow) 49
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217: 42(int) Load 216
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218: 212(ptr) AccessChain 211(@sampleStructTemp) 48
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Store 218 217
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219: 194(s5_t) Load 211(@sampleStructTemp)
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Store 196(s5) 219
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222: 7 Load 90(g_tTex2s1)
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Store 221(param) 222
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223: 10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 221(param)
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Store 220(r0) 223
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226: 7 Load 114(g_tTex2s2)
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Store 225(param) 226
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227: 16(s2_t) FunctionCall 19(fn1(t2-tx-struct1-1;) 225(param)
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Store 224(r1) 227
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231: 7 Load 229(g_tTex2s1a)
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Store 230(param) 231
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232: 10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 230(param)
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Store 228(r2) 232
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ReturnValue 234
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HLSL: add methods to track user structure in texture return type.
Some languages allow a restricted set of user structure types returned from texture sampling
operations. Restrictions include the total vector size of all components may not exceed 4,
and the basic types of all members must be identical.
This adds underpinnings for that ability. Because storing a whole TType or even a simple
TTypeList in the TSampler would be expensive, the structure definition is held in a
table outside the TType. The TSampler contains a small bitfield index, currently 4 bits
to support up to 15 separate texture template structure types, but that can be adjusted
up or down. Vector returns are handled as before.
There are abstraction methods accepting and returning a TType (such as may have been parsed
from a grammar). The new methods will accept a texture template type and set the
sampler to the structure if possible, checking a range of error conditions such as whether
the total structure vector components exceed 4, or whether their basic types differe, or
whether the struct contains non-vector-or-scalar members. Another query returns the
appropriate TType for the sampler.
High level summary of design:
In the TSampler, this holds an index into the texture structure return type table:
unsigned int structReturnIndex : structReturnIndexBits;
These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed.
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const;
The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
2017-07-31 19:41:42 +00:00
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FunctionEnd
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