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HLSL: Add back in the [subcomponent] part of a 'register' decl.
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@ -1,32 +1,35 @@
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hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (in 4-component vector of float)
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:37 move second child to first child (temp 4-component vector of float)
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0:37 i: direct index for structure (temp 4-component vector of float)
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0:37 's2' (global structure{temp 4-component vector of float i})
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0:37 Constant:
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0:37 0 (const int)
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0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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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})
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0:37 Constant:
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0:37 7 (const int)
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0:39 Branch: Return with expression
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0:39 'input' (in 4-component vector of float)
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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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})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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0:42 'input' (in 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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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})
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0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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Linked fragment stage:
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@ -35,32 +38,34 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (in 4-component vector of float)
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:37 move second child to first child (temp 4-component vector of float)
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0:37 i: direct index for structure (temp 4-component vector of float)
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0:37 's2' (global structure{temp 4-component vector of float i})
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0:37 Constant:
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0:37 0 (const int)
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0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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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})
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0:37 Constant:
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0:37 7 (const int)
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0:39 Branch: Return with expression
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0:39 'input' (in 4-component vector of float)
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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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})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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0:42 'input' (in 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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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})
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0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 40
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// Id's are bound by 44
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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@ -92,8 +97,14 @@ gl_FragCoord origin is upper left
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MemberName 37(myS) 2 "a"
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MemberName 37(myS) 3 "d"
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Name 39 "s1"
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Name 42 "ff5"
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Name 43 "ff6"
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MemberDecorate 25 4 BuiltIn FrontFacing
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MemberDecorate 25 7 BuiltIn FragCoord
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Decorate 42(ff5) Offset 20
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Decorate 42(ff5) Binding 5
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Decorate 43(ff6) Offset 36
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Decorate 43(ff6) Binding 8
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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@ -118,6 +129,10 @@ gl_FragCoord origin is upper left
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37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
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38: TypePointer Private 37(myS)
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39(s1): 38(ptr) Variable Private
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40: TypeVector 17(float) 3
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41: TypePointer Private 40(fvec3)
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42(ff5): 41(ptr) Variable Private
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43(ff6): 41(ptr) Variable Private
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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10(s3): 9(ptr) Variable Function
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@ -27,6 +27,9 @@ struct {
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float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s0) <int bambam=30;> ;
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} s4;
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float3 ff5 : packoffset(c1.y) : register(ps_5_0, s[5]);
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float3 ff6 : packoffset(c2.y) : register(s3[5]);
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float4 PixelShaderFunction(float4 input) : COLOR0
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{
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struct FS {
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@ -3,4 +3,4 @@
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// For the date, it uses the current date (when then script is run).
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#define GLSLANG_REVISION "SPIRV99.1367"
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#define GLSLANG_DATE "29-Jul-2016"
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#define GLSLANG_DATE "30-Jul-2016"
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@ -2523,10 +2523,10 @@ void HlslGrammar::acceptArraySpecifier(TArraySizes*& arraySizes)
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}
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// post_decls
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// : COLON semantic // optional
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// COLON PACKOFFSET LEFT_PAREN c[Subcomponent][.component] RIGHT_PAREN // optional
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// COLON REGISTER LEFT_PAREN [shader_profile,] Type# RIGHT_PAREN // optional
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// annotations // optional
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// : COLON semantic // optional
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// COLON PACKOFFSET LEFT_PAREN c[Subcomponent][.component] RIGHT_PAREN // optional
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// COLON REGISTER LEFT_PAREN [shader_profile,] Type#[subcomp]opt RIGHT_PAREN // optional
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// annotations // optional
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//
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void HlslGrammar::acceptPostDecls(TType& type)
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{
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@ -2561,31 +2561,45 @@ void HlslGrammar::acceptPostDecls(TType& type)
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expected("semantic or packoffset or register");
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return;
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} else if (*idToken.string == "register") {
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// REGISTER LEFT_PAREN [shader_profile,] Type# RIGHT_PAREN
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// REGISTER LEFT_PAREN [shader_profile,] Type#[subcomp]opt RIGHT_PAREN
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if (! acceptTokenClass(EHTokLeftParen)) {
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expected("(");
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return;
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}
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HlslToken registerDesc;
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HlslToken registerDesc; // for Type#
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HlslToken profile;
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if (! acceptIdentifier(registerDesc)) {
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expected("register number description");
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return;
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}
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HlslToken profile;
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if (acceptTokenClass(EHTokComma)) {
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// then we didn't really see the registerDesc yet, it was
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// actually the profile
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// Then we didn't really see the registerDesc yet, it was
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// actually the profile. Adjust...
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profile = registerDesc;
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if (! acceptIdentifier(registerDesc)) {
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expected("register number description");
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return;
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}
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}
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int subComponent = 0;
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if (acceptTokenClass(EHTokLeftBracket)) {
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// LEFT_BRACKET subcomponent RIGHT_BRACKET
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if (! peekTokenClass(EHTokIntConstant)) {
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expected("literal integer");
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return;
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}
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subComponent = token.i;
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advanceToken();
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if (! acceptTokenClass(EHTokRightBracket)) {
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expected("]");
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break;
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}
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}
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if (! acceptTokenClass(EHTokRightParen)) {
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expected(")");
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break;
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}
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parseContext.handleRegister(registerDesc.loc, type, profile.string, *registerDesc.string);
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parseContext.handleRegister(registerDesc.loc, type, profile.string, *registerDesc.string, subComponent);
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} else {
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// semantic, in idToken.string
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parseContext.handleSemantic(type, *idToken.string);
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@ -2181,27 +2181,34 @@ void HlslParseContext::handlePackOffset(const TSourceLoc& loc, TType& type, cons
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// 'desc' is the type# part.
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//
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void HlslParseContext::handleRegister(const TSourceLoc& loc, TType& type, const glslang::TString* profile,
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const glslang::TString& desc)
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const glslang::TString& desc,
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int subComponent)
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{
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if (profile != nullptr)
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warn(loc, "ignoring shader_profile", "register", "");
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if (desc.size() < 2) {
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error(loc, "expected register type and number", "register", "");
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if (desc.size() < 1) {
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error(loc, "expected register type", "register", "");
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return;
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}
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if (! isdigit(desc[1])) {
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error(loc, "expected register number after register type", "register", "");
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return;
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int regNumber = 0;
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if (desc.size() > 1) {
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if (isdigit(desc[1]))
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regNumber = atoi(desc.substr(1, desc.size()).c_str());
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else {
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error(loc, "expected register number after register type", "register", "");
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return;
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}
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}
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// TODO: learn what all these really mean and how they interact with regNumber and subComponent
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switch (desc[0]) {
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case 'b':
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case 't':
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case 'c':
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case 's':
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type.getQualifier().layoutBinding = atoi(desc.substr(1, desc.size()).c_str());
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type.getQualifier().layoutBinding = regNumber + subComponent;
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break;
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default:
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warn(loc, "ignoring unrecognized register type", "register", "%c", desc[0]);
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@ -95,8 +95,10 @@ public:
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void builtInOpCheck(const TSourceLoc&, const TFunction&, TIntermOperator&);
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TFunction* handleConstructorCall(const TSourceLoc&, const TType&);
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void handleSemantic(TType& type, const TString& semantic);
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void handlePackOffset(const TSourceLoc&, TType& type, const glslang::TString& location, const glslang::TString* component);
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void handleRegister(const TSourceLoc&, TType& type, const glslang::TString* profile, const glslang::TString& desc);
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void handlePackOffset(const TSourceLoc&, TType& type, const glslang::TString& location,
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const glslang::TString* component);
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void handleRegister(const TSourceLoc&, TType& type, const glslang::TString* profile, const glslang::TString& desc,
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int subComponent);
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TIntermAggregate* handleSamplerTextureCombine(const TSourceLoc& loc, TIntermTyped* argTex, TIntermTyped* argSampler);
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