- Nov 15, 2018
-
-
John Kessenich authored
-
- Jun 04, 2018
-
-
John Kessenich authored
-
- Mar 07, 2018
-
-
John Kessenich authored
Now, version 5.* is all connected to making the uint type, which doesn't quite work. Generator versions 4 and 6 do not do this.
-
- Mar 03, 2018
-
-
John Kessenich authored
-
Rex Xu authored
-
- Feb 06, 2018
-
-
John Kessenich authored
-
- Feb 01, 2018
-
-
John Kessenich authored
Fixes #1236.
-
- Jan 29, 2018
-
-
John Kessenich authored
-
- Dec 16, 2017
-
-
John Kessenich authored
-
- Oct 12, 2017
-
-
John Kessenich authored
Fixes #1092. Allows arrays of opaques to keep arrayness, unless needed by uniform array flattening. Can handle assignments of mixed amounts of flattening.
-
- Oct 07, 2017
-
-
John Kessenich authored
-
- Aug 09, 2017
-
-
John Kessenich authored
This will help in expanding flattening and reducing splitting.
-
- Aug 07, 2017
-
-
John Kessenich authored
Includes related trackLinkage() code removal and name improvements.
-
- Apr 07, 2017
-
-
John Kessenich authored
-
- Mar 15, 2017
-
-
John Kessenich authored
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
-
- Feb 07, 2017
-
-
John Kessenich authored
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
-
- Dec 07, 2016
-
-
steve-lunarg authored
This PR implements recursive type flattening. For example, an array of structs of other structs can be flattened to individual member variables at the shader interface. This is sufficient for many purposes, e.g, uniforms containing opaque types, but is not sufficient for geometry shader arrayed inputs. That will be handled separately with structure splitting, which is not implemented by this PR. In the meantime, that case is detected and triggers an error. The recursive flattening extends the following three aspects of single-level flattening: - Flattening of structures to individual members with names such as "foo[0].samp[1]"; - Turning constant references to the nested composite type into a reference to a particular flattened member. - Shadow copies between arrays of flattened members and the nested composite type. Previous single-level flattening only flattened at the shader interface, and that is unchanged by this PR. Internally, shadow copies are, such as if the type is passed to a function. Also, the reasons for flattening are unchanged. Uniforms containing opaque types, and interface struct types are flattened. (The latter will change with structure splitting). One existing test changes: hlsl.structin.vert, which did in fact contain a nested composite type to be flattened. Two new tests are added: hlsl.structarray.flatten.frag, and hlsl.structarray.flatten.geom (currently issues an error until type splitting is online). The process of arriving at the individual member from chained postfix expressions is more complex than it was with one level. See large-ish comment above HlslParseContext::flatten() for details.
-