HLSL: Add back in the [subcomponent] part of a 'register' decl.

This commit is contained in:
John Kessenich 2016-07-30 10:29:54 -06:00
parent dd50d025d6
commit b38f071605
6 changed files with 96 additions and 55 deletions

View File

@ -1,32 +1,35 @@
hlsl.struct.frag
WARNING: 0:26: 'register' : ignoring shader_profile
WARNING: 0:27: 'register' : ignoring shader_profile
WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (global structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Branch: Return with expression
0:42 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
Linked fragment stage:
@ -35,32 +38,34 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (global structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Branch: Return with expression
0:42 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 40
// Id's are bound by 44
Capability Shader
1: ExtInstImport "GLSL.std.450"
@ -92,8 +97,14 @@ gl_FragCoord origin is upper left
MemberName 37(myS) 2 "a"
MemberName 37(myS) 3 "d"
Name 39 "s1"
Name 42 "ff5"
Name 43 "ff6"
MemberDecorate 25 4 BuiltIn FrontFacing
MemberDecorate 25 7 BuiltIn FragCoord
Decorate 42(ff5) Offset 20
Decorate 42(ff5) Binding 5
Decorate 43(ff6) Offset 36
Decorate 43(ff6) Binding 8
2: TypeVoid
3: TypeFunction 2
6: TypeBool
@ -118,6 +129,10 @@ gl_FragCoord origin is upper left
37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
38: TypePointer Private 37(myS)
39(s1): 38(ptr) Variable Private
40: TypeVector 17(float) 3
41: TypePointer Private 40(fvec3)
42(ff5): 41(ptr) Variable Private
43(ff6): 41(ptr) Variable Private
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function

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@ -27,6 +27,9 @@ struct {
float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s0) <int bambam=30;> ;
} s4;
float3 ff5 : packoffset(c1.y) : register(ps_5_0, s[5]);
float3 ff6 : packoffset(c2.y) : register(s3[5]);
float4 PixelShaderFunction(float4 input) : COLOR0
{
struct FS {

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@ -3,4 +3,4 @@
// For the date, it uses the current date (when then script is run).
#define GLSLANG_REVISION "SPIRV99.1367"
#define GLSLANG_DATE "29-Jul-2016"
#define GLSLANG_DATE "30-Jul-2016"

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@ -2523,10 +2523,10 @@ void HlslGrammar::acceptArraySpecifier(TArraySizes*& arraySizes)
}
// post_decls
// : COLON semantic // optional
// COLON PACKOFFSET LEFT_PAREN c[Subcomponent][.component] RIGHT_PAREN // optional
// COLON REGISTER LEFT_PAREN [shader_profile,] Type# RIGHT_PAREN // optional
// annotations // optional
// : COLON semantic // optional
// COLON PACKOFFSET LEFT_PAREN c[Subcomponent][.component] RIGHT_PAREN // optional
// COLON REGISTER LEFT_PAREN [shader_profile,] Type#[subcomp]opt RIGHT_PAREN // optional
// annotations // optional
//
void HlslGrammar::acceptPostDecls(TType& type)
{
@ -2561,31 +2561,45 @@ void HlslGrammar::acceptPostDecls(TType& type)
expected("semantic or packoffset or register");
return;
} else if (*idToken.string == "register") {
// REGISTER LEFT_PAREN [shader_profile,] Type# RIGHT_PAREN
// REGISTER LEFT_PAREN [shader_profile,] Type#[subcomp]opt RIGHT_PAREN
if (! acceptTokenClass(EHTokLeftParen)) {
expected("(");
return;
}
HlslToken registerDesc;
HlslToken registerDesc; // for Type#
HlslToken profile;
if (! acceptIdentifier(registerDesc)) {
expected("register number description");
return;
}
HlslToken profile;
if (acceptTokenClass(EHTokComma)) {
// then we didn't really see the registerDesc yet, it was
// actually the profile
// Then we didn't really see the registerDesc yet, it was
// actually the profile. Adjust...
profile = registerDesc;
if (! acceptIdentifier(registerDesc)) {
expected("register number description");
return;
}
}
int subComponent = 0;
if (acceptTokenClass(EHTokLeftBracket)) {
// LEFT_BRACKET subcomponent RIGHT_BRACKET
if (! peekTokenClass(EHTokIntConstant)) {
expected("literal integer");
return;
}
subComponent = token.i;
advanceToken();
if (! acceptTokenClass(EHTokRightBracket)) {
expected("]");
break;
}
}
if (! acceptTokenClass(EHTokRightParen)) {
expected(")");
break;
}
parseContext.handleRegister(registerDesc.loc, type, profile.string, *registerDesc.string);
parseContext.handleRegister(registerDesc.loc, type, profile.string, *registerDesc.string, subComponent);
} else {
// semantic, in idToken.string
parseContext.handleSemantic(type, *idToken.string);

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@ -2181,27 +2181,34 @@ void HlslParseContext::handlePackOffset(const TSourceLoc& loc, TType& type, cons
// 'desc' is the type# part.
//
void HlslParseContext::handleRegister(const TSourceLoc& loc, TType& type, const glslang::TString* profile,
const glslang::TString& desc)
const glslang::TString& desc,
int subComponent)
{
if (profile != nullptr)
warn(loc, "ignoring shader_profile", "register", "");
if (desc.size() < 2) {
error(loc, "expected register type and number", "register", "");
if (desc.size() < 1) {
error(loc, "expected register type", "register", "");
return;
}
if (! isdigit(desc[1])) {
error(loc, "expected register number after register type", "register", "");
return;
int regNumber = 0;
if (desc.size() > 1) {
if (isdigit(desc[1]))
regNumber = atoi(desc.substr(1, desc.size()).c_str());
else {
error(loc, "expected register number after register type", "register", "");
return;
}
}
// TODO: learn what all these really mean and how they interact with regNumber and subComponent
switch (desc[0]) {
case 'b':
case 't':
case 'c':
case 's':
type.getQualifier().layoutBinding = atoi(desc.substr(1, desc.size()).c_str());
type.getQualifier().layoutBinding = regNumber + subComponent;
break;
default:
warn(loc, "ignoring unrecognized register type", "register", "%c", desc[0]);

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@ -95,8 +95,10 @@ public:
void builtInOpCheck(const TSourceLoc&, const TFunction&, TIntermOperator&);
TFunction* handleConstructorCall(const TSourceLoc&, const TType&);
void handleSemantic(TType& type, const TString& semantic);
void handlePackOffset(const TSourceLoc&, TType& type, const glslang::TString& location, const glslang::TString* component);
void handleRegister(const TSourceLoc&, TType& type, const glslang::TString* profile, const glslang::TString& desc);
void handlePackOffset(const TSourceLoc&, TType& type, const glslang::TString& location,
const glslang::TString* component);
void handleRegister(const TSourceLoc&, TType& type, const glslang::TString* profile, const glslang::TString& desc,
int subComponent);
TIntermAggregate* handleSamplerTextureCombine(const TSourceLoc& loc, TIntermTyped* argTex, TIntermTyped* argSampler);