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0842dbb39a
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.
79 lines
3.6 KiB
Plaintext
Executable File
79 lines
3.6 KiB
Plaintext
Executable File
hlsl.max.frag
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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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0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (layout(location=0 ) in 4-component vector of float)
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0:2 'input2' (layout(location=1 ) in 4-component vector of float)
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0:? Sequence
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0:3 Sequence
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0:3 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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0:3 max (temp 4-component vector of float)
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0:3 'input1' (layout(location=0 ) in 4-component vector of float)
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0:3 'input2' (layout(location=1 ) in 4-component vector of float)
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0:3 Branch: Return
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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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0:? 'input1' (layout(location=0 ) in 4-component vector of float)
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0:? 'input2' (layout(location=1 ) in 4-component vector of float)
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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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0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input1' (layout(location=0 ) in 4-component vector of float)
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0:2 'input2' (layout(location=1 ) in 4-component vector of float)
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0:? Sequence
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0:3 Sequence
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0:3 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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0:3 max (temp 4-component vector of float)
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0:3 'input1' (layout(location=0 ) in 4-component vector of float)
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0:3 'input2' (layout(location=1 ) in 4-component vector of float)
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0:3 Branch: Return
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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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0:? 'input1' (layout(location=0 ) in 4-component vector of float)
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0:? 'input2' (layout(location=1 ) in 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 17
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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 "PixelShaderFunction" 9 11 13
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "input1"
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Name 13 "input2"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(input1) Location 0
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Decorate 13(input2) Location 1
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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: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypePointer Input 7(fvec4)
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11(input1): 10(ptr) Variable Input
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13(input2): 10(ptr) Variable Input
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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12: 7(fvec4) Load 11(input1)
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14: 7(fvec4) Load 13(input2)
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15: 7(fvec4) ExtInst 1(GLSL.std.450) 40(FMax) 12 14
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Store 9(@entryPointOutput) 15
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Return
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FunctionEnd
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