glslang/Test/baseResults/hlsl.max.frag.out
steve-lunarg 0842dbb39a HLSL: use HLSL parser to parse HLSL intrinsic prototypes, enable int/bool mats
This PR adds a CreateParseContext() fn analogous to CreateBuiltInParseables(),
to create a language specific built in parser.  (This code was present before
but not encapsualted in a fn).  This can now be used to create a source language
specific parser for builtins.

Along with this, the code creating HLSL intrinsic prototypes can now produce
them in HLSL syntax, rather than GLSL syntax.  This relaxes certain prior
restrictions at the parser level.  Lower layers (e.g, SPIR-V) may still have
such restrictions, such as around Nx1 matrices: this code does not impact
that.

This PR also fleshes out matrix types for bools and ints, both of which were
partially in place before.  This was easier than maintaining the restrictions
in the HLSL prototype generator to avoid creating protoypes with those types.

Many tests change because the result type from intrinsics moves from "global"
to "temp".

Several new tests are added for the new types.
2016-11-16 11:19:22 -07:00

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hlsl.max.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:3 max (temp 4-component vector of float)
0:3 'input1' (layout(location=0 ) in 4-component vector of float)
0:3 'input2' (layout(location=1 ) in 4-component vector of float)
0:3 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input1' (layout(location=0 ) in 4-component vector of float)
0:? 'input2' (layout(location=1 ) in 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
0:? Sequence
0:3 Sequence
0:3 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:3 max (temp 4-component vector of float)
0:3 'input1' (layout(location=0 ) in 4-component vector of float)
0:3 'input2' (layout(location=1 ) in 4-component vector of float)
0:3 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input1' (layout(location=0 ) in 4-component vector of float)
0:? 'input2' (layout(location=1 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 17
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 9 11 13
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 9 "@entryPointOutput"
Name 11 "input1"
Name 13 "input2"
Decorate 9(@entryPointOutput) Location 0
Decorate 11(input1) Location 0
Decorate 13(input2) Location 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(@entryPointOutput): 8(ptr) Variable Output
10: TypePointer Input 7(fvec4)
11(input1): 10(ptr) Variable Input
13(input2): 10(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
12: 7(fvec4) Load 11(input1)
14: 7(fvec4) Load 13(input2)
15: 7(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 12 14
Store 9(@entryPointOutput) 15
Return
FunctionEnd