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Merge pull request #888 from LoopDawg/geometry-stage-mix
HLSL: allow GS-specific methods in non-GS stages
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commit
ef7efb21ca
112
Test/baseResults/hlsl.fraggeom.frag.out
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112
Test/baseResults/hlsl.fraggeom.frag.out
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hlsl.fraggeom.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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0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void)
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0:9 Function Parameters:
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0:9 'IN' ( in structure{ temp 4-component vector of float pos})
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0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos})
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0:? Sequence
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0:10 Constant:
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0:10 0.000000
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0:11 Constant:
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0:11 0.000000
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0:15 Function Definition: @main( ( temp 4-component vector of float)
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0:15 Function Parameters:
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 Constant:
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 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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0:15 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-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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0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void)
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0:9 Function Parameters:
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0:9 'IN' ( in structure{ temp 4-component vector of float pos})
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0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos})
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0:? Sequence
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0:10 Constant:
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0:10 0.000000
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0:11 Constant:
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0:11 0.000000
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0:15 Function Definition: @main( ( temp 4-component vector of float)
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0:15 Function Parameters:
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 Constant:
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 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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0:15 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-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 25
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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" 23
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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 8 "myVertex"
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MemberName 8(myVertex) 0 "pos"
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Name 13 "GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;"
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Name 11 "IN"
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Name 12 "OutputStream"
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Name 16 "@main("
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Name 23 "@entryPointOutput"
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Decorate 23(@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(myVertex): TypeStruct 7(fvec4)
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9: TypePointer Function 8(myVertex)
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10: TypeFunction 2 9(ptr) 9(ptr)
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15: TypeFunction 7(fvec4)
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18: 6(float) Constant 0
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19: 7(fvec4) ConstantComposite 18 18 18 18
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22: TypePointer Output 7(fvec4)
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23(@entryPointOutput): 22(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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24: 7(fvec4) FunctionCall 16(@main()
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Store 23(@entryPointOutput) 24
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Return
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FunctionEnd
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13(GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;): 2 Function None 10
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11(IN): 9(ptr) FunctionParameter
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12(OutputStream): 9(ptr) FunctionParameter
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14: Label
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Return
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FunctionEnd
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16(@main(): 7(fvec4) Function None 15
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17: Label
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ReturnValue 19
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FunctionEnd
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17
Test/hlsl.fraggeom.frag
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17
Test/hlsl.fraggeom.frag
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// test geometry shader in fragment shader. GS attributes should be successfully ignored.
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struct myVertex {
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float4 pos : SV_Position;
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};
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[maxvertexcount(1)]
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void GS_Draw(point myVertex IN, inout PointStream<myVertex> OutputStream)
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{
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OutputStream.Append(IN);
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OutputStream.RestartStrip();
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}
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float4 main() : SV_TARGET
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{
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return 0;
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}
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@ -109,6 +109,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.emptystruct.init.vert", "main"},
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{"hlsl.entry-in.frag", "PixelShaderFunction"},
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{"hlsl.entry-out.frag", "PixelShaderFunction"},
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{"hlsl.fraggeom.frag", "main"},
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{"hlsl.float1.frag", "PixelShaderFunction"},
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{"hlsl.float4.frag", "PixelShaderFunction"},
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{"hlsl.flatten.return.frag", "main"},
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@ -3660,6 +3660,12 @@ void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTy
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switch (op) {
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case EOpMethodAppend:
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if (argAggregate) {
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// Don't emit these for non-GS stage, since we won't have the gsStreamOutput symbol.
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if (language != EShLangGeometry) {
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node = nullptr;
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return;
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}
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TIntermAggregate* sequence = nullptr;
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TIntermAggregate* emit = new TIntermAggregate(EOpEmitVertex);
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@ -3689,6 +3695,12 @@ void HlslParseContext::decomposeGeometryMethods(const TSourceLoc& loc, TIntermTy
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case EOpMethodRestartStrip:
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{
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// Don't emit these for non-GS stage, since we won't have the gsStreamOutput symbol.
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if (language != EShLangGeometry) {
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node = nullptr;
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return;
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}
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TIntermAggregate* cut = new TIntermAggregate(EOpEndPrimitive);
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cut->setLoc(loc);
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cut->setType(TType(EbtVoid));
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