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Commit 93a162a8 authored by John Kessenich's avatar John Kessenich
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HLSL: Handle "." for structure dereference and swizzle.

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......@@ -2,15 +2,24 @@ hlsl.struct.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:40 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (in 4-component vector of float)
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (temp structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (temp 4-component vector of float FragCoord)
0:37 's4' (temp 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, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
......@@ -23,15 +32,24 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:40 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:31 Function Parameters:
0:31 'input' (in 4-component vector of float)
0:? Sequence
0:36 Compare Equal (temp bool)
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:36 's3' (temp structure{temp 3-component vector of bool b3})
0:38 Branch: Return with expression
0:38 'input' (in 4-component vector of float)
0:37 move second child to first child (temp 4-component vector of float)
0:37 i: direct index for structure (temp 4-component vector of float)
0:37 's2' (temp structure{temp 4-component vector of float i})
0:37 Constant:
0:37 0 (const int)
0:37 ff4: direct index for structure (temp 4-component vector of float FragCoord)
0:37 's4' (temp 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, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4})
0:37 Constant:
0:37 7 (const int)
0:39 Branch: Return with expression
0:39 'input' (in 4-component vector of float)
0:? Linker Objects
0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (temp structure{temp 4-component vector of float i})
......@@ -39,40 +57,40 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 33
// Id's are bound by 40
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 20
EntryPoint Fragment 4 "PixelShaderFunction" 34
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 20 "input"
Name 23 "myS"
MemberName 23(myS) 0 "b"
MemberName 23(myS) 1 "c"
MemberName 23(myS) 2 "a"
MemberName 23(myS) 3 "d"
Name 25 "s1"
Name 26 ""
MemberName 26 0 "i"
Name 28 "s2"
Name 30 ""
MemberName 30 0 "a"
MemberName 30 1 "b"
MemberName 30 2 "c"
MemberName 30 3 "d"
MemberName 30 4 "ff1"
MemberName 30 5 "ff2"
MemberName 30 6 "ff3"
MemberName 30 7 "ff4"
Name 32 "s4"
MemberDecorate 30 4 BuiltIn FrontFacing
MemberDecorate 30 7 BuiltIn FragCoord
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 ""
MemberName 25 0 "a"
MemberName 25 1 "b"
MemberName 25 2 "c"
MemberName 25 3 "d"
MemberName 25 4 "ff1"
MemberName 25 5 "ff2"
MemberName 25 6 "ff3"
MemberName 25 7 "ff4"
Name 27 "s4"
Name 34 "input"
Name 37 "myS"
MemberName 37(myS) 0 "b"
MemberName 37(myS) 1 "c"
MemberName 37(myS) 2 "a"
MemberName 37(myS) 3 "d"
Name 39 "s1"
MemberDecorate 25 4 BuiltIn FrontFacing
MemberDecorate 25 7 BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeBool
......@@ -81,27 +99,35 @@ gl_FragCoord origin is upper left
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypePointer Input 18(fvec4)
20(input): 19(ptr) Variable Input
23(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
24: TypePointer Function 23(myS)
26: TypeStruct 18(fvec4)
27: TypePointer Function 26(struct)
29: TypeVector 17(float) 2
30: TypeStruct 18(fvec4) 6(bool) 17(float) 29(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
31: TypePointer Function 30(struct)
19: TypeStruct 18(fvec4)
20: TypePointer Function 19(struct)
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypeVector 17(float) 2
25: TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
26: TypePointer Function 25(struct)
28: 22(int) Constant 7
29: TypePointer Function 18(fvec4)
33: TypePointer Input 18(fvec4)
34(input): 33(ptr) Variable Input
37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
38: TypePointer Function 37(myS)
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
25(s1): 24(ptr) Variable Function
28(s2): 27(ptr) Variable Function
32(s4): 31(ptr) Variable Function
21(s2): 20(ptr) Variable Function
27(s4): 26(ptr) Variable Function
39(s1): 38(ptr) Variable Function
11: 8(FS) Load 10(s3)
12: 8(FS) Load 10(s3)
13: 7(bvec3) CompositeExtract 11 0
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
21: 18(fvec4) Load 20(input)
ReturnValue 21
30: 29(ptr) AccessChain 27(s4) 28
31: 18(fvec4) Load 30
32: 29(ptr) AccessChain 21(s2) 23
Store 32 31
35: 18(fvec4) Load 34(input)
ReturnValue 35
FunctionEnd
hlsl.swizzle.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (in 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 vector swizzle (temp 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 Sequence
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 0 (const int)
0:5 Construct vec4 (temp 4-component vector of float)
0:5 direct index (temp float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:5 Constant:
0:5 2 (const int)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (temp 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:7 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'input' (in 4-component vector of float)
0:? Sequence
0:5 Branch: Return with expression
0:5 component-wise multiply (temp 4-component vector of float)
0:5 vector swizzle (temp 4-component vector of float)
0:5 'input' (in 4-component vector of float)
0:5 Sequence
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 3 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 0 (const int)
0:5 Construct vec4 (temp 4-component vector of float)
0:5 direct index (temp float)
0:5 'AmbientColor' (temp 4-component vector of float)
0:5 Constant:
0:5 2 (const int)
0:? Linker Objects
0:? 'AmbientColor' (temp 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 25
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 15 "AmbientColor"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
16: TypeInt 32 0
17: 16(int) Constant 2
18: TypePointer Function 6(float)
4(PixelShaderFunction): 2 Function None 3
5: Label
FunctionEnd
11(ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
15(AmbientColor): 8(ptr) Variable Function
13: 7(fvec4) Load 10(input)
14: 7(fvec4) VectorShuffle 13 13 3 3 1 0
19: 18(ptr) AccessChain 15(AmbientColor) 17
20: 6(float) Load 19
21: 7(fvec4) CompositeConstruct 20 20 20 20
22: 7(fvec4) FMul 14 21
ReturnValue 22
FunctionEnd
......@@ -34,6 +34,7 @@ float4 PixelShaderFunction(float4 input) : COLOR0
} s3;
s3 == s3;
s2.i = s4.ff4;
return input;
}
\ No newline at end of file
float4 AmbientColor = float4(1, 0.5, 0, 1);
float4 ShaderFunction(float4 input) : COLOR0
{
return input.wwyx * float4(AmbientColor.z);
}
......@@ -93,6 +93,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.scope.frag", "PixelShaderFunction"},
{"hlsl.sin.frag", "PixelShaderFunction"},
{"hlsl.struct.frag", "PixelShaderFunction"},
{"hlsl.swizzle.frag", "PixelShaderFunction"},
{"hlsl.whileLoop.frag", "PixelShaderFunction"},
{"hlsl.void.frag", "PixelShaderFunction"},
}),
......
......@@ -1097,8 +1097,16 @@ bool HlslGrammar::acceptPostfixExpression(TIntermTyped*& node)
// We have a valid post-unary operator, process it.
switch (postOp) {
case EOpIndexDirectStruct:
// todo
{
// includes swizzles
HlslToken field;
if (! acceptIdentifier(field)) {
expected("swizzle or member");
return false;
}
node = parseContext.handleDotDereference(field.loc, node, *field.string);
break;
}
case EOpIndexIndirect:
{
TIntermTyped* indexNode = nullptr;
......
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