Merge pull request #385 from steve-lunarg/inout-qualifiers

HLSL: add in/out/inout qualifiers
This commit is contained in:
John Kessenich 2016-07-13 15:42:48 -06:00 коммит произвёл GitHub
Родитель 83f05a06d0 9249c709b0
Коммит 51e74b17bf
6 изменённых файлов: 264 добавлений и 0 удалений

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@ -0,0 +1,220 @@
hlsl.inoutquals.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
0:8 'z' (inout float)
0:? Sequence
0:9 move second child to first child (temp float)
0:9 'y' (out float)
0:9 'x' (in float)
0:10 move second child to first child (temp float)
0:10 'z' (inout float)
0:10 'y' (out float)
0:11 move second child to first child (temp float)
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
0:18 Sequence
0:18 move second child to first child (temp float)
0:18 'x' (temp float)
0:18 Constant:
0:18 7.000000
0:18 move second child to first child (temp float)
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Color: direct index for structure (temp 4-component vector of float)
0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
0:21 'x' (temp float)
0:21 'y' (temp float)
0:21 'z' (temp float)
0:21 Constant:
0:21 1.000000
0:22 move second child to first child (temp float)
0:22 Depth: direct index for structure (temp float FragDepth)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index (temp float)
0:22 'inpos' (noperspective in 4-component vector of float FragCoord)
0:22 Constant:
0:22 3 (const int)
0:24 Branch: Return with expression
0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? Linker Objects
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:14 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
0:8 'z' (inout float)
0:? Sequence
0:9 move second child to first child (temp float)
0:9 'y' (out float)
0:9 'x' (in float)
0:10 move second child to first child (temp float)
0:10 'z' (inout float)
0:10 'y' (out float)
0:11 move second child to first child (temp float)
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
0:18 Sequence
0:18 move second child to first child (temp float)
0:18 'x' (temp float)
0:18 Constant:
0:18 7.000000
0:18 move second child to first child (temp float)
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Color: direct index for structure (temp 4-component vector of float)
0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 (temp 4-component vector of float)
0:21 'x' (temp float)
0:21 'y' (temp float)
0:21 'z' (temp float)
0:21 Constant:
0:21 1.000000
0:22 move second child to first child (temp float)
0:22 Depth: direct index for structure (temp float FragDepth)
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index (temp float)
0:22 'inpos' (noperspective in 4-component vector of float FragCoord)
0:22 Constant:
0:22 3 (const int)
0:24 Branch: Return with expression
0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? Linker Objects
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 54
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 45
ExecutionMode 4 OriginUpperLeft
Source HLSL 450
Name 4 "main"
Name 12 "MyFunc(f1;f1;f1;"
Name 9 "x"
Name 10 "y"
Name 11 "z"
Name 17 "x"
Name 19 "z"
Name 21 "y"
Name 22 "param"
Name 24 "param"
Name 25 "param"
Name 31 "PS_OUTPUT"
MemberName 31(PS_OUTPUT) 0 "Color"
MemberName 31(PS_OUTPUT) 1 "Depth"
Name 33 "psout"
Name 45 "inpos"
MemberDecorate 31(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 45(inpos) NoPerspective
Decorate 45(inpos) BuiltIn FragCoord
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr)
16: 6(float) Constant 3212836864
18: 6(float) Constant 1088421888
20: 6(float) Constant 1077936128
30: TypeVector 6(float) 4
31(PS_OUTPUT): TypeStruct 30(fvec4) 6(float)
32: TypePointer Function 31(PS_OUTPUT)
34: TypeInt 32 1
35: 34(int) Constant 0
39: 6(float) Constant 1065353216
41: TypePointer Function 30(fvec4)
43: 34(int) Constant 1
44: TypePointer Input 30(fvec4)
45(inpos): 44(ptr) Variable Input
46: TypeInt 32 0
47: 46(int) Constant 3
48: TypePointer Input 6(float)
4(main): 2 Function None 3
5: Label
17(x): 7(ptr) Variable Function
19(z): 7(ptr) Variable Function
21(y): 7(ptr) Variable Function
22(param): 7(ptr) Variable Function
24(param): 7(ptr) Variable Function
25(param): 7(ptr) Variable Function
33(psout): 32(ptr) Variable Function
Store 17(x) 18
Store 19(z) 20
23: 6(float) Load 17(x)
Store 22(param) 23
26: 6(float) Load 19(z)
Store 25(param) 26
27: 2 FunctionCall 12(MyFunc(f1;f1;f1;) 22(param) 24(param) 25(param)
28: 6(float) Load 24(param)
Store 21(y) 28
29: 6(float) Load 25(param)
Store 19(z) 29
36: 6(float) Load 17(x)
37: 6(float) Load 21(y)
38: 6(float) Load 19(z)
40: 30(fvec4) CompositeConstruct 36 37 38 39
42: 41(ptr) AccessChain 33(psout) 35
Store 42 40
49: 48(ptr) AccessChain 45(inpos) 47
50: 6(float) Load 49
51: 7(ptr) AccessChain 33(psout) 43
Store 51 50
52:31(PS_OUTPUT) Load 33(psout)
ReturnValue 52
FunctionEnd
12(MyFunc(f1;f1;f1;): 2 Function None 8
9(x): 7(ptr) FunctionParameter
10(y): 7(ptr) FunctionParameter
11(z): 7(ptr) FunctionParameter
13: Label
14: 6(float) Load 9(x)
Store 10(y) 14
15: 6(float) Load 10(y)
Store 11(z) 15
Store 9(x) 16
Return
FunctionEnd

25
Test/hlsl.inoutquals.frag Normal file
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@ -0,0 +1,25 @@
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
void MyFunc(in float x, out float y, inout float z)
{
y = x;
z = y;
x = -1; // no effect since x = in param
}
PS_OUTPUT main(noperspective in float4 inpos : SV_Position)
{
PS_OUTPUT psout;
float x = 7, y, z = 3;
MyFunc(x, y, z);
psout.Color = float4(x, y, z, 1);
psout.Depth = inpos.w;
return psout;
}

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@ -82,6 +82,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.float4.frag", "PixelShaderFunction"}, {"hlsl.float4.frag", "PixelShaderFunction"},
{"hlsl.forLoop.frag", "PixelShaderFunction"}, {"hlsl.forLoop.frag", "PixelShaderFunction"},
{"hlsl.if.frag", "PixelShaderFunction"}, {"hlsl.if.frag", "PixelShaderFunction"},
{"hlsl.inoutquals.frag", "main"},
{"hlsl.init.frag", "ShaderFunction"}, {"hlsl.init.frag", "ShaderFunction"},
{"hlsl.intrinsics.barriers.comp", "ComputeShaderFunction"}, {"hlsl.intrinsics.barriers.comp", "ComputeShaderFunction"},
{"hlsl.intrinsics.comp", "ComputeShaderFunction"}, {"hlsl.intrinsics.comp", "ComputeShaderFunction"},

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@ -478,6 +478,15 @@ void HlslGrammar::acceptQualifier(TQualifier& qualifier)
case EHTokPrecise: case EHTokPrecise:
qualifier.noContraction = true; qualifier.noContraction = true;
break; break;
case EHTokIn:
qualifier.storage = EvqIn;
break;
case EHTokOut:
qualifier.storage = EvqOut;
break;
case EHTokInOut:
qualifier.storage = EvqInOut;
break;
default: default:
return; return;
} }

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@ -114,6 +114,9 @@ void HlslScanContext::fillInKeywordMap()
(*KeywordMap)["row_major"] = EHTokRowMajor; (*KeywordMap)["row_major"] = EHTokRowMajor;
(*KeywordMap)["column_major"] = EHTokColumnMajor; (*KeywordMap)["column_major"] = EHTokColumnMajor;
(*KeywordMap)["packoffset"] = EHTokPackOffset; (*KeywordMap)["packoffset"] = EHTokPackOffset;
(*KeywordMap)["in"] = EHTokIn;
(*KeywordMap)["out"] = EHTokOut;
(*KeywordMap)["inout"] = EHTokInOut;
(*KeywordMap)["Buffer"] = EHTokBuffer; (*KeywordMap)["Buffer"] = EHTokBuffer;
(*KeywordMap)["vector"] = EHTokVector; (*KeywordMap)["vector"] = EHTokVector;
@ -449,6 +452,9 @@ EHlslTokenClass HlslScanContext::tokenizeIdentifier()
case EHTokRowMajor: case EHTokRowMajor:
case EHTokColumnMajor: case EHTokColumnMajor:
case EHTokPackOffset: case EHTokPackOffset:
case EHTokIn:
case EHTokOut:
case EHTokInOut:
return keyword; return keyword;
// template types // template types

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@ -61,6 +61,9 @@ enum EHlslTokenClass {
EHTokRowMajor, EHTokRowMajor,
EHTokColumnMajor, EHTokColumnMajor,
EHTokPackOffset, EHTokPackOffset,
EHTokIn,
EHTokOut,
EHTokInOut,
// template types // template types
EHTokBuffer, EHTokBuffer,