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Merge pull request #2841 from greg-lunarg/i2244a
Fix --hlsl-dx-position-w to work for SV_Position embedded in struct
This commit is contained in:
commit
2dff16cd3c
305
Test/baseResults/hlsl.w-recip2.frag.out
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305
Test/baseResults/hlsl.w-recip2.frag.out
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hlsl.w-recip2.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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0:13 Function Definition: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float)
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0:13 Function Parameters:
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0:13 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:? Sequence
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 Compare Less Than ( temp bool)
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0:14 direct index ( temp float)
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0:14 PositionPS: direct index for structure ( temp 4-component vector of float)
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0:14 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:14 Constant:
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0:14 0 (const int)
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0:14 Constant:
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0:14 400.000000
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0:14 true case
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0:15 Branch: Return with expression
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0:15 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:15 Constant:
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0:15 0 (const uint)
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0:14 false case
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0:17 Branch: Return with expression
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0:17 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:17 Constant:
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0:17 1 (const uint)
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 Sequence
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord)
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0:13 move second child to first child ( temp float)
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0:13 direct index ( in float FragCoord)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 Constant:
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0:13 3 (const int)
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0:13 divide ( temp float)
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0:13 Constant:
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0:13 1.000000
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0:13 direct index ( in float FragCoord)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 Constant:
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0:13 3 (const int)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 PositionPS: direct index for structure ( temp 4-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 0 (const int)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 move second child to first child ( temp 3-component vector of float)
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0:13 PosInLightViewSpace: direct index for structure ( temp 3-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 1 (const int)
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0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float)
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0:13 move second child to first child ( temp 3-component vector of float)
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0:13 NormalWS: direct index for structure ( temp 3-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 2 (const int)
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0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float)
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0:13 move second child to first child ( temp 2-component vector of float)
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0:13 TexCoord: direct index for structure ( temp 2-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 3 (const int)
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0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:13 Function Call: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord)
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0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float)
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0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float)
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0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float)
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Linked fragment stage:
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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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0:13 Function Definition: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float)
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0:13 Function Parameters:
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0:13 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:? Sequence
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 Compare Less Than ( temp bool)
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0:14 direct index ( temp float)
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0:14 PositionPS: direct index for structure ( temp 4-component vector of float)
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0:14 'VSOut' ( in structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:14 Constant:
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0:14 0 (const int)
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0:14 Constant:
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0:14 400.000000
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0:14 true case
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0:15 Branch: Return with expression
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0:15 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:15 Constant:
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0:15 0 (const uint)
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0:14 false case
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0:17 Branch: Return with expression
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0:17 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:17 Constant:
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0:17 1 (const uint)
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 Sequence
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord)
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0:13 move second child to first child ( temp float)
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0:13 direct index ( in float FragCoord)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 Constant:
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0:13 3 (const int)
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0:13 divide ( temp float)
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0:13 Constant:
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0:13 1.000000
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0:13 direct index ( in float FragCoord)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 Constant:
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0:13 3 (const int)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 PositionPS: direct index for structure ( temp 4-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 0 (const int)
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0:13 '@fragcoord' ( temp 4-component vector of float)
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0:13 move second child to first child ( temp 3-component vector of float)
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0:13 PosInLightViewSpace: direct index for structure ( temp 3-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 1 (const int)
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0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float)
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0:13 move second child to first child ( temp 3-component vector of float)
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0:13 NormalWS: direct index for structure ( temp 3-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 2 (const int)
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0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float)
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0:13 move second child to first child ( temp 2-component vector of float)
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0:13 TexCoord: direct index for structure ( temp 2-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:13 Constant:
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0:13 3 (const int)
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0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:13 Function Call: @main(struct-VSOutput-vf4-vf3-vf3-vf21; ( temp 4-component vector of float)
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0:? 'VSOut' ( temp structure{ temp 4-component vector of float PositionPS, temp 3-component vector of float PosInLightViewSpace, temp 3-component vector of float NormalWS, temp 2-component vector of float TexCoord})
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'VSOut.PositionPS' ( in 4-component vector of float FragCoord)
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0:? 'VSOut.PosInLightViewSpace' (layout( location=0) in 3-component vector of float)
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0:? 'VSOut.NormalWS' (layout( location=1) in 3-component vector of float)
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0:? 'VSOut.TexCoord' (layout( location=2) in 2-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 75
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 44 56 61 66 71
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 10 "VSOutput"
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MemberName 10(VSOutput) 0 "PositionPS"
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MemberName 10(VSOutput) 1 "PosInLightViewSpace"
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MemberName 10(VSOutput) 2 "NormalWS"
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MemberName 10(VSOutput) 3 "TexCoord"
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Name 14 "@main(struct-VSOutput-vf4-vf3-vf3-vf21;"
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Name 13 "VSOut"
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Name 28 "$Global"
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MemberName 28($Global) 0 "AmbientColor"
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MemberName 28($Global) 1 "AmbientColor2"
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Name 30 ""
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Name 42 "@fragcoord"
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Name 44 "VSOut.PositionPS"
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Name 52 "VSOut"
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Name 56 "VSOut.PosInLightViewSpace"
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Name 61 "VSOut.NormalWS"
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Name 66 "VSOut.TexCoord"
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Name 71 "@entryPointOutput"
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Name 72 "param"
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MemberDecorate 28($Global) 0 Offset 0
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MemberDecorate 28($Global) 1 Offset 16
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Decorate 28($Global) Block
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Decorate 30 DescriptorSet 0
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Decorate 30 Binding 0
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Decorate 44(VSOut.PositionPS) BuiltIn FragCoord
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Decorate 56(VSOut.PosInLightViewSpace) Location 0
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Decorate 61(VSOut.NormalWS) Location 1
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Decorate 66(VSOut.TexCoord) Location 2
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Decorate 71(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeVector 6(float) 3
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9: TypeVector 6(float) 2
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10(VSOutput): TypeStruct 7(fvec4) 8(fvec3) 8(fvec3) 9(fvec2)
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11: TypePointer Function 10(VSOutput)
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12: TypeFunction 7(fvec4) 11(ptr)
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||||
16: TypeInt 32 1
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||||
17: 16(int) Constant 0
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||||
18: TypeInt 32 0
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||||
19: 18(int) Constant 0
|
||||
20: TypePointer Function 6(float)
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||||
23: 6(float) Constant 1137180672
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||||
24: TypeBool
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||||
28($Global): TypeStruct 7(fvec4) 7(fvec4)
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||||
29: TypePointer Uniform 28($Global)
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||||
30: 29(ptr) Variable Uniform
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||||
31: TypePointer Uniform 7(fvec4)
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||||
36: 16(int) Constant 1
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||||
41: TypePointer Function 7(fvec4)
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43: TypePointer Input 7(fvec4)
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44(VSOut.PositionPS): 43(ptr) Variable Input
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46: 6(float) Constant 1065353216
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47: 18(int) Constant 3
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55: TypePointer Input 8(fvec3)
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56(VSOut.PosInLightViewSpace): 55(ptr) Variable Input
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||||
58: TypePointer Function 8(fvec3)
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||||
60: 16(int) Constant 2
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61(VSOut.NormalWS): 55(ptr) Variable Input
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64: 16(int) Constant 3
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||||
65: TypePointer Input 9(fvec2)
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||||
66(VSOut.TexCoord): 65(ptr) Variable Input
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||||
68: TypePointer Function 9(fvec2)
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70: TypePointer Output 7(fvec4)
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||||
71(@entryPointOutput): 70(ptr) Variable Output
|
||||
4(main): 2 Function None 3
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||||
5: Label
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||||
42(@fragcoord): 41(ptr) Variable Function
|
||||
52(VSOut): 11(ptr) Variable Function
|
||||
72(param): 11(ptr) Variable Function
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||||
45: 7(fvec4) Load 44(VSOut.PositionPS)
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Store 42(@fragcoord) 45
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48: 20(ptr) AccessChain 42(@fragcoord) 47
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||||
49: 6(float) Load 48
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||||
50: 6(float) FDiv 46 49
|
||||
51: 20(ptr) AccessChain 42(@fragcoord) 47
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||||
Store 51 50
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53: 7(fvec4) Load 42(@fragcoord)
|
||||
54: 41(ptr) AccessChain 52(VSOut) 17
|
||||
Store 54 53
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||||
57: 8(fvec3) Load 56(VSOut.PosInLightViewSpace)
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||||
59: 58(ptr) AccessChain 52(VSOut) 36
|
||||
Store 59 57
|
||||
62: 8(fvec3) Load 61(VSOut.NormalWS)
|
||||
63: 58(ptr) AccessChain 52(VSOut) 60
|
||||
Store 63 62
|
||||
67: 9(fvec2) Load 66(VSOut.TexCoord)
|
||||
69: 68(ptr) AccessChain 52(VSOut) 64
|
||||
Store 69 67
|
||||
73:10(VSOutput) Load 52(VSOut)
|
||||
Store 72(param) 73
|
||||
74: 7(fvec4) FunctionCall 14(@main(struct-VSOutput-vf4-vf3-vf3-vf21;) 72(param)
|
||||
Store 71(@entryPointOutput) 74
|
||||
Return
|
||||
FunctionEnd
|
||||
14(@main(struct-VSOutput-vf4-vf3-vf3-vf21;): 7(fvec4) Function None 12
|
||||
13(VSOut): 11(ptr) FunctionParameter
|
||||
15: Label
|
||||
21: 20(ptr) AccessChain 13(VSOut) 17 19
|
||||
22: 6(float) Load 21
|
||||
25: 24(bool) FOrdLessThan 22 23
|
||||
SelectionMerge 27 None
|
||||
BranchConditional 25 26 35
|
||||
26: Label
|
||||
32: 31(ptr) AccessChain 30 17
|
||||
33: 7(fvec4) Load 32
|
||||
ReturnValue 33
|
||||
35: Label
|
||||
37: 31(ptr) AccessChain 30 36
|
||||
38: 7(fvec4) Load 37
|
||||
ReturnValue 38
|
||||
27: Label
|
||||
Unreachable
|
||||
FunctionEnd
|
19
Test/hlsl.w-recip2.frag
Normal file
19
Test/hlsl.w-recip2.frag
Normal file
@ -0,0 +1,19 @@
|
||||
struct VSOutput
|
||||
{
|
||||
float4 PositionPS : SV_Position;
|
||||
float3 PosInLightViewSpace : LIGHT_SPACE_POS;
|
||||
float3 NormalWS : NORMALWS;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
float4 AmbientColor = float4(1, 0.5, 0, 1);
|
||||
float4 AmbientColor2 = float4(0.5, 1, 0, 0);
|
||||
|
||||
float4 main(VSOutput VSOut) : SV_TARGET
|
||||
{
|
||||
if (VSOut.PositionPS.x < 400)
|
||||
return AmbientColor;
|
||||
else
|
||||
return AmbientColor2;
|
||||
}
|
||||
|
@ -260,6 +260,8 @@ diff -b $BASEDIR/hlsl.y-negate-3.vert.out $TARGETDIR/hlsl.y-negate-3.vert.out ||
|
||||
echo "Testing position W reciprocal"
|
||||
run -H -e main -V -D -Od -H -i --hlsl-dx-position-w hlsl.w-recip.frag > $TARGETDIR/hlsl.w-recip.frag.out
|
||||
diff -b $BASEDIR/hlsl.w-recip.frag.out $TARGETDIR/hlsl.w-recip.frag.out || HASERROR=1
|
||||
run -H -e main -V -D -Od -H -i --hlsl-dx-position-w hlsl.w-recip2.frag > $TARGETDIR/hlsl.w-recip2.frag.out
|
||||
diff -b $BASEDIR/hlsl.w-recip2.frag.out $TARGETDIR/hlsl.w-recip2.frag.out || HASERROR=1
|
||||
|
||||
#
|
||||
# Testing hlsl_functionality1
|
||||
|
@ -2465,6 +2465,62 @@ void HlslParseContext::handleFunctionArgument(TFunction* function,
|
||||
arguments = newArg;
|
||||
}
|
||||
|
||||
// FragCoord may require special loading: we can optionally reciprocate W.
|
||||
TIntermTyped* HlslParseContext::assignFromFragCoord(const TSourceLoc& loc, TOperator op,
|
||||
TIntermTyped* left, TIntermTyped* right)
|
||||
{
|
||||
// If we are not asked for reciprocal W, use a plain old assign.
|
||||
if (!intermediate.getDxPositionW())
|
||||
return intermediate.addAssign(op, left, right, loc);
|
||||
|
||||
// If we get here, we should reciprocate W.
|
||||
TIntermAggregate* assignList = nullptr;
|
||||
|
||||
// If this is a complex rvalue, we don't want to dereference it many times. Create a temporary.
|
||||
TVariable* rhsTempVar = nullptr;
|
||||
rhsTempVar = makeInternalVariable("@fragcoord", right->getType());
|
||||
rhsTempVar->getWritableType().getQualifier().makeTemporary();
|
||||
|
||||
{
|
||||
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
assignList = intermediate.growAggregate(assignList,
|
||||
intermediate.addAssign(EOpAssign, rhsTempSym, right, loc), loc);
|
||||
}
|
||||
|
||||
// tmp.w = 1.0 / tmp.w
|
||||
{
|
||||
const int W = 3;
|
||||
|
||||
TIntermTyped* tempSymL = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
TIntermTyped* tempSymR = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
TIntermTyped* index = intermediate.addConstantUnion(W, loc);
|
||||
|
||||
TIntermTyped* lhsElement = intermediate.addIndex(EOpIndexDirect, tempSymL, index, loc);
|
||||
TIntermTyped* rhsElement = intermediate.addIndex(EOpIndexDirect, tempSymR, index, loc);
|
||||
|
||||
const TType derefType(right->getType(), 0);
|
||||
|
||||
lhsElement->setType(derefType);
|
||||
rhsElement->setType(derefType);
|
||||
|
||||
auto one = intermediate.addConstantUnion(1.0, EbtFloat, loc);
|
||||
auto recip_w = intermediate.addBinaryMath(EOpDiv, one, rhsElement, loc);
|
||||
|
||||
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(EOpAssign, lhsElement, recip_w, loc));
|
||||
}
|
||||
|
||||
// Assign the rhs temp (now with W reciprocal) to the final output
|
||||
{
|
||||
TIntermTyped* rhsTempSym = intermediate.addSymbol(*rhsTempVar, loc);
|
||||
assignList = intermediate.growAggregate(assignList, intermediate.addAssign(op, left, rhsTempSym, loc));
|
||||
}
|
||||
|
||||
assert(assignList != nullptr);
|
||||
assignList->setOperator(EOpSequence);
|
||||
|
||||
return assignList;
|
||||
}
|
||||
|
||||
// Position may require special handling: we can optionally invert Y.
|
||||
// See: https://github.com/KhronosGroup/glslang/issues/1173
|
||||
// https://github.com/KhronosGroup/glslang/issues/494
|
||||
@ -3084,6 +3140,10 @@ TIntermTyped* HlslParseContext::handleAssign(const TSourceLoc& loc, TOperator op
|
||||
subSplitLeft, subSplitRight);
|
||||
|
||||
assignList = intermediate.growAggregate(assignList, clipCullAssign, loc);
|
||||
} else if (subSplitRight->getType().getQualifier().builtIn == EbvFragCoord) {
|
||||
// FragCoord can require special handling: see comment above assignFromFragCoord
|
||||
TIntermTyped* fragCoordAssign = assignFromFragCoord(loc, op, subSplitLeft, subSplitRight);
|
||||
assignList = intermediate.growAggregate(assignList, fragCoordAssign, loc);
|
||||
} else if (assignsClipPos(subSplitLeft)) {
|
||||
// Position can require special handling: see comment above assignPosition
|
||||
TIntermTyped* positionAssign = assignPosition(loc, op, subSplitLeft, subSplitRight);
|
||||
|
@ -94,6 +94,7 @@ public:
|
||||
TIntermTyped* handleFunctionCall(const TSourceLoc&, TFunction*, TIntermTyped*);
|
||||
TIntermAggregate* assignClipCullDistance(const TSourceLoc&, TOperator, int semanticId, TIntermTyped* left, TIntermTyped* right);
|
||||
TIntermTyped* assignPosition(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
|
||||
TIntermTyped* assignFromFragCoord(const TSourceLoc&, TOperator, TIntermTyped* left, TIntermTyped* right);
|
||||
void decomposeIntrinsic(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
void decomposeSampleMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
void decomposeStructBufferMethods(const TSourceLoc&, TIntermTyped*& node, TIntermNode* arguments);
|
||||
|
Loading…
Reference in New Issue
Block a user