glslang/Test/baseResults/hlsl.whileLoop.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

163 lines
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Executable File

hlsl.whileLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 any (temp bool)
0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body
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 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Branch: Return
0:4 Loop with condition tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Constant:
0:5 false (const bool)
0:5 No loop body
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Constant:
0:6 false (const bool)
0:6 No loop body
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) 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; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 any (temp bool)
0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body
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 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Branch: Return
0:4 Loop with condition tested first
0:4 Loop Condition
0:4 Constant:
0:4 false (const bool)
0:4 No loop body
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Constant:
0:5 false (const bool)
0:5 No loop body
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Constant:
0:6 false (const bool)
0:6 No loop body
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 41
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 14 22
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 14 "input"
Name 22 "@entryPointOutput"
Decorate 14(input) Location 0
Decorate 22(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
11: TypeFloat 32
12: TypeVector 11(float) 4
13: TypePointer Input 12(fvec4)
14(input): 13(ptr) Variable Input
17: TypeBool
18: TypeVector 17(bool) 4
21: TypePointer Output 12(fvec4)
22(@entryPointOutput): 21(ptr) Variable Output
30: 17(bool) ConstantFalse
4(PixelShaderFunction): 2 Function None 3
5: Label
Branch 6
6: Label
LoopMerge 8 9 None
Branch 10
10: Label
15: 12(fvec4) Load 14(input)
16: 12(fvec4) Load 14(input)
19: 18(bvec4) FOrdNotEqual 15 16
20: 17(bool) Any 19
BranchConditional 20 7 8
7: Label
23: 12(fvec4) Load 14(input)
Store 22(@entryPointOutput) 23
Return
9: Label
Branch 6
8: Label
Branch 25
25: Label
LoopMerge 27 28 None
Branch 29
29: Label
BranchConditional 30 26 27
26: Label
Branch 28
28: Label
Branch 25
27: Label
Branch 31
31: Label
LoopMerge 33 34 None
Branch 35
35: Label
BranchConditional 30 32 33
32: Label
Branch 34
34: Label
Branch 31
33: Label
Branch 36
36: Label
LoopMerge 38 39 None
Branch 40
40: Label
BranchConditional 30 37 38
37: Label
Branch 39
39: Label
Branch 36
38: Label
Return
FunctionEnd