Commit 5ee05891 by LoopDawg

HLSL: add methods to track user structure in texture return type.

Some languages allow a restricted set of user structure types returned from texture sampling operations. Restrictions include the total vector size of all components may not exceed 4, and the basic types of all members must be identical. This adds underpinnings for that ability. Because storing a whole TType or even a simple TTypeList in the TSampler would be expensive, the structure definition is held in a table outside the TType. The TSampler contains a small bitfield index, currently 4 bits to support up to 15 separate texture template structure types, but that can be adjusted up or down. Vector returns are handled as before. There are abstraction methods accepting and returning a TType (such as may have been parsed from a grammar). The new methods will accept a texture template type and set the sampler to the structure if possible, checking a range of error conditions such as whether the total structure vector components exceed 4, or whether their basic types differe, or whether the struct contains non-vector-or-scalar members. Another query returns the appropriate TType for the sampler. High level summary of design: In the TSampler, this holds an index into the texture structure return type table: unsigned int structReturnIndex : structReturnIndexBits; These are the methods to set or get the return type from the TSampler. They work for vector or structure returns, and potentially could be expanded to handle other things (small arrays?) if ever needed. bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc); void getTextureReturnType(const TSampler& sampler, const TType& retType, const TSourceLoc& loc) const; The ``convertReturn`` lambda in ``HlslParseContext::decomposeSampleMethods`` is greatly expanded to know how to copy a vec4 sample return to whatever the structure type should be. This is a little awkward since it involves introducing a comma expression to return the proper aggregate value after a set of memberwise copies.
parent 03e63fa8
hlsl.texture.struct.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Function Parameters:
0:38 't1' ( in texture2D)
0:? Sequence
0:38 Branch: Return with expression
0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:38 Construct combined texture-sampler ( temp sampler2D)
0:38 't1' ( in texture2D)
0:38 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.600000
0:? 0.610000
0:38 move second child to first child ( temp float)
0:38 c0: direct index for structure ( temp float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 0 (const uint)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 0 (const uint)
0:38 move second child to first child ( temp float)
0:38 direct index ( temp float)
0:38 c1: direct index for structure ( temp 2-component vector of float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 0 (const int)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 1 (const uint)
0:38 move second child to first child ( temp float)
0:38 direct index ( temp float)
0:38 c1: direct index for structure ( temp 2-component vector of float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 1 (const int)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 2 (const uint)
0:38 move second child to first child ( temp float)
0:38 c2: direct index for structure ( temp float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 2 (const uint)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 3 (const uint)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:39 Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Function Parameters:
0:39 't2' ( in texture2D)
0:? Sequence
0:39 Branch: Return with expression
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:39 Construct combined texture-sampler ( temp sampler2D)
0:39 't2' ( in texture2D)
0:39 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.600000
0:? 0.610000
0:39 move second child to first child ( temp float)
0:39 c0: direct index for structure ( temp float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 0 (const uint)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 1 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 1 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 2 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 2 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 3 (const uint)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:42 Function Definition: @main( ( temp 4-component vector of float)
0:42 Function Parameters:
0:? Sequence
0:43 Sequence
0:43 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 's1' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:43 Construct combined texture-sampler ( temp sampler2D)
0:43 'g_tTex2s1' ( uniform texture2D)
0:43 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.110000
0:43 move second child to first child ( temp float)
0:43 c0: direct index for structure ( temp float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 0 (const uint)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 0 (const uint)
0:43 move second child to first child ( temp float)
0:43 direct index ( temp float)
0:43 c1: direct index for structure ( temp 2-component vector of float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
0:43 0 (const int)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 1 (const uint)
0:43 move second child to first child ( temp float)
0:43 direct index ( temp float)
0:43 c1: direct index for structure ( temp 2-component vector of float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
0:43 1 (const int)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const uint)
0:43 move second child to first child ( temp float)
0:43 c2: direct index for structure ( temp float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 2 (const uint)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 3 (const uint)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:44 Sequence
0:44 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 's2' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:44 Construct combined texture-sampler ( temp sampler2D)
0:44 'g_tTex2s2' ( uniform texture2D)
0:44 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.210000
0:44 move second child to first child ( temp float)
0:44 c0: direct index for structure ( temp float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 0 (const uint)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 0 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 0 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 1 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 1 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 2 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 3 (const uint)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:45 Sequence
0:45 move second child to first child ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 's3' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2D)
0:45 'g_tTex2s3' ( uniform texture2D)
0:45 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.310000
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c0: direct index for structure ( temp 2-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 0 (const uint)
0:45 Constant:
0:45 0 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 0 (const uint)
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c0: direct index for structure ( temp 2-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 0 (const uint)
0:45 Constant:
0:45 1 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 1 (const uint)
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c1: direct index for structure ( temp 1-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
0:45 0 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 2 (const uint)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:46 Sequence
0:46 move second child to first child ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 's4' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:? texture ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2D)
0:46 'g_tTex2s4' ( uniform itexture2D)
0:46 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.410000
0:46 move second child to first child ( temp int)
0:46 c0: direct index for structure ( temp int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 0 (const uint)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 0 (const uint)
0:46 move second child to first child ( temp float)
0:46 direct index ( temp float)
0:46 c1: direct index for structure ( temp 2-component vector of int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 0 (const int)
0:46 Convert int to float ( temp float)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 1 (const uint)
0:46 move second child to first child ( temp float)
0:46 direct index ( temp float)
0:46 c1: direct index for structure ( temp 2-component vector of int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 1 (const int)
0:46 Convert int to float ( temp float)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 2 (const uint)
0:46 move second child to first child ( temp int)
0:46 c2: direct index for structure ( temp int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 2 (const uint)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 3 (const uint)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:47 Sequence
0:47 move second child to first child ( temp structure{ temp uint c0, temp uint c1})
0:47 's5' ( temp structure{ temp uint c0, temp uint c1})
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:? texture ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2D)
0:47 'g_tTex2s5' ( uniform utexture2D)
0:47 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.510000
0:47 move second child to first child ( temp uint)
0:47 c0: direct index for structure ( temp uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:47 Constant:
0:47 0 (const uint)
0:47 direct index ( temp uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:47 Constant:
0:47 0 (const uint)
0:47 move second child to first child ( temp uint)
0:47 c1: direct index for structure ( temp uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:47 Constant:
0:47 1 (const uint)
0:47 direct index ( temp uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:47 Constant:
0:47 1 (const uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:49 Sequence
0:49 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 'r0' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 'g_tTex2s1' ( uniform texture2D)
0:50 Sequence
0:50 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 'r1' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 'g_tTex2s2' ( uniform texture2D)
0:51 Sequence
0:51 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 'r2' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 'g_tTex2s1a' ( uniform texture2D)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 0.000000
0:53 0.000000
0:42 Function Definition: main( ( temp void)
0:42 Function Parameters:
0:? Sequence
0:42 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:42 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'g_sSamp' ( uniform sampler)
0:? 'g_tTex2s1' ( uniform texture2D)
0:? 'g_tTex2s2' ( uniform texture2D)
0:? 'g_tTex2s3' ( uniform texture2D)
0:? 'g_tTex2s4' ( uniform itexture2D)
0:? 'g_tTex2s5' ( uniform utexture2D)
0:? 'g_tTex2s1a' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Function Parameters:
0:38 't1' ( in texture2D)
0:? Sequence
0:38 Branch: Return with expression
0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:38 Construct combined texture-sampler ( temp sampler2D)
0:38 't1' ( in texture2D)
0:38 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.600000
0:? 0.610000
0:38 move second child to first child ( temp float)
0:38 c0: direct index for structure ( temp float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 0 (const uint)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 0 (const uint)
0:38 move second child to first child ( temp float)
0:38 direct index ( temp float)
0:38 c1: direct index for structure ( temp 2-component vector of float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 0 (const int)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 1 (const uint)
0:38 move second child to first child ( temp float)
0:38 direct index ( temp float)
0:38 c1: direct index for structure ( temp 2-component vector of float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 1 (const int)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 2 (const uint)
0:38 move second child to first child ( temp float)
0:38 c2: direct index for structure ( temp float)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:38 Constant:
0:38 2 (const uint)
0:38 direct index ( temp float)
0:38 '@sampleResultShadow' ( temp 4-component vector of float)
0:38 Constant:
0:38 3 (const uint)
0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:39 Function Definition: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Function Parameters:
0:39 't2' ( in texture2D)
0:? Sequence
0:39 Branch: Return with expression
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:39 Construct combined texture-sampler ( temp sampler2D)
0:39 't2' ( in texture2D)
0:39 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.600000
0:? 0.610000
0:39 move second child to first child ( temp float)
0:39 c0: direct index for structure ( temp float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 0 (const uint)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 1 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 1 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 2 (const uint)
0:39 move second child to first child ( temp float)
0:39 direct index ( temp float)
0:39 c1: direct index for structure ( temp 3-component vector of float)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 2 (const int)
0:39 direct index ( temp float)
0:39 '@sampleResultShadow' ( temp 4-component vector of float)
0:39 Constant:
0:39 3 (const uint)
0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:42 Function Definition: @main( ( temp 4-component vector of float)
0:42 Function Parameters:
0:? Sequence
0:43 Sequence
0:43 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 's1' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:43 Construct combined texture-sampler ( temp sampler2D)
0:43 'g_tTex2s1' ( uniform texture2D)
0:43 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.110000
0:43 move second child to first child ( temp float)
0:43 c0: direct index for structure ( temp float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 0 (const uint)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 0 (const uint)
0:43 move second child to first child ( temp float)
0:43 direct index ( temp float)
0:43 c1: direct index for structure ( temp 2-component vector of float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
0:43 0 (const int)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 1 (const uint)
0:43 move second child to first child ( temp float)
0:43 direct index ( temp float)
0:43 c1: direct index for structure ( temp 2-component vector of float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 1 (const uint)
0:43 Constant:
0:43 1 (const int)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const uint)
0:43 move second child to first child ( temp float)
0:43 c2: direct index for structure ( temp float)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:43 Constant:
0:43 2 (const uint)
0:43 direct index ( temp float)
0:43 '@sampleResultShadow' ( temp 4-component vector of float)
0:43 Constant:
0:43 3 (const uint)
0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:44 Sequence
0:44 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 's2' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:44 Construct combined texture-sampler ( temp sampler2D)
0:44 'g_tTex2s2' ( uniform texture2D)
0:44 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.200000
0:? 0.210000
0:44 move second child to first child ( temp float)
0:44 c0: direct index for structure ( temp float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 0 (const uint)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 0 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 0 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 1 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 1 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 2 (const uint)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float)
0:44 c1: direct index for structure ( temp 3-component vector of float)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:44 Constant:
0:44 1 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 direct index ( temp float)
0:44 '@sampleResultShadow' ( temp 4-component vector of float)
0:44 Constant:
0:44 3 (const uint)
0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:45 Sequence
0:45 move second child to first child ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 's3' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:? texture ( temp 4-component vector of float)
0:45 Construct combined texture-sampler ( temp sampler2D)
0:45 'g_tTex2s3' ( uniform texture2D)
0:45 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.310000
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c0: direct index for structure ( temp 2-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 0 (const uint)
0:45 Constant:
0:45 0 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 0 (const uint)
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c0: direct index for structure ( temp 2-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 0 (const uint)
0:45 Constant:
0:45 1 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 1 (const uint)
0:45 move second child to first child ( temp float)
0:45 direct index ( temp float)
0:45 c1: direct index for structure ( temp 1-component vector of float)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:45 Constant:
0:45 1 (const uint)
0:45 Constant:
0:45 0 (const int)
0:45 direct index ( temp float)
0:45 '@sampleResultShadow' ( temp 4-component vector of float)
0:45 Constant:
0:45 2 (const uint)
0:45 '@sampleStructTemp' ( temp structure{ temp 2-component vector of float c0, temp 1-component vector of float c1})
0:46 Sequence
0:46 move second child to first child ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 's4' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Sequence
0:46 move second child to first child ( temp 4-component vector of int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:? texture ( temp 4-component vector of int)
0:46 Construct combined texture-sampler ( temp isampler2D)
0:46 'g_tTex2s4' ( uniform itexture2D)
0:46 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.410000
0:46 move second child to first child ( temp int)
0:46 c0: direct index for structure ( temp int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 0 (const uint)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 0 (const uint)
0:46 move second child to first child ( temp float)
0:46 direct index ( temp float)
0:46 c1: direct index for structure ( temp 2-component vector of int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 0 (const int)
0:46 Convert int to float ( temp float)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 1 (const uint)
0:46 move second child to first child ( temp float)
0:46 direct index ( temp float)
0:46 c1: direct index for structure ( temp 2-component vector of int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 1 (const uint)
0:46 Constant:
0:46 1 (const int)
0:46 Convert int to float ( temp float)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 2 (const uint)
0:46 move second child to first child ( temp int)
0:46 c2: direct index for structure ( temp int)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:46 Constant:
0:46 2 (const uint)
0:46 direct index ( temp int)
0:46 '@sampleResultShadow' ( temp 4-component vector of int)
0:46 Constant:
0:46 3 (const uint)
0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2})
0:47 Sequence
0:47 move second child to first child ( temp structure{ temp uint c0, temp uint c1})
0:47 's5' ( temp structure{ temp uint c0, temp uint c1})
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:? texture ( temp 4-component vector of uint)
0:47 Construct combined texture-sampler ( temp usampler2D)
0:47 'g_tTex2s5' ( uniform utexture2D)
0:47 'g_sSamp' ( uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.510000
0:47 move second child to first child ( temp uint)
0:47 c0: direct index for structure ( temp uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:47 Constant:
0:47 0 (const uint)
0:47 direct index ( temp uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:47 Constant:
0:47 0 (const uint)
0:47 move second child to first child ( temp uint)
0:47 c1: direct index for structure ( temp uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:47 Constant:
0:47 1 (const uint)
0:47 direct index ( temp uint)
0:47 '@sampleResultShadow' ( temp 4-component vector of uint)
0:47 Constant:
0:47 1 (const uint)
0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1})
0:49 Sequence
0:49 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 'r0' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:49 'g_tTex2s1' ( uniform texture2D)
0:50 Sequence
0:50 move second child to first child ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 'r1' ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 Function Call: fn1(t2-tx-struct1-1; ( temp structure{ temp float c0, temp 3-component vector of float c1})
0:50 'g_tTex2s2' ( uniform texture2D)
0:51 Sequence
0:51 move second child to first child ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 'r2' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 Function Call: fn1(t2-tx-struct0-1; ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2})
0:51 'g_tTex2s1a' ( uniform texture2D)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 0.000000
0:53 0.000000
0:42 Function Definition: main( ( temp void)
0:42 Function Parameters:
0:? Sequence
0:42 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:42 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'g_sSamp' ( uniform sampler)
0:? 'g_tTex2s1' ( uniform texture2D)
0:? 'g_tTex2s2' ( uniform texture2D)
0:? 'g_tTex2s3' ( uniform texture2D)
0:? 'g_tTex2s4' ( uniform itexture2D)
0:? 'g_tTex2s5' ( uniform utexture2D)
0:? 'g_tTex2s1a' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 233
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 231
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 10 "s1_t"
MemberName 10(s1_t) 0 "c0"
MemberName 10(s1_t) 1 "c1"
MemberName 10(s1_t) 2 "c2"
Name 13 "fn1(t2-tx-struct0-1;"
Name 12 "t1"
Name 16 "s2_t"
MemberName 16(s2_t) 0 "c0"
MemberName 16(s2_t) 1 "c1"
Name 19 "fn1(t2-tx-struct1-1;"
Name 18 "t2"
Name 23 "@main("
Name 26 "@sampleResultShadow"
Name 30 "g_sSamp"
Name 39 "@sampleStructTemp"
Name 65 "@sampleResultShadow"
Name 71 "@sampleStructTemp"
Name 87 "s1"
Name 88 "@sampleResultShadow"
Name 89 "g_tTex2s1"
Name 97 "@sampleStructTemp"
Name 111 "s2"
Name 112 "@sampleResultShadow"
Name 113 "g_tTex2s2"
Name 121 "@sampleStructTemp"
Name 135 "s3_t"
MemberName 135(s3_t) 0 "c0"
MemberName 135(s3_t) 1 "c1"
Name 137 "s3"
Name 138 "@sampleResultShadow"
Name 139 "g_tTex2s3"
Name 147 "@sampleStructTemp"
Name 159 "s4_t"
MemberName 159(s4_t) 0 "c0"
MemberName 159(s4_t) 1 "c1"
MemberName 159(s4_t) 2 "c2"
Name 161 "s4"
Name 164 "@sampleResultShadow"
Name 167 "g_tTex2s4"
Name 176 "@sampleStructTemp"
Name 193 "s5_t"
MemberName 193(s5_t) 0 "c0"
MemberName 193(s5_t) 1 "c1"
Name 195 "s5"
Name 198 "@sampleResultShadow"
Name 201 "g_tTex2s5"
Name 210 "@sampleStructTemp"
Name 219 "r0"
Name 221 "r1"
Name 223 "r2"
Name 224 "g_tTex2s1a"
Name 231 "@entryPointOutput"
Decorate 30(g_sSamp) DescriptorSet 0
Decorate 89(g_tTex2s1) DescriptorSet 0
Decorate 113(g_tTex2s2) DescriptorSet 0
Decorate 139(g_tTex2s3) DescriptorSet 0
Decorate 167(g_tTex2s4) DescriptorSet 0
Decorate 201(g_tTex2s5) DescriptorSet 0
Decorate 224(g_tTex2s1a) DescriptorSet 0
Decorate 231(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) 2D sampled format:Unknown
8: TypePointer UniformConstant 7
9: TypeVector 6(float) 2
10(s1_t): TypeStruct 6(float) 9(fvec2) 6(float)
11: TypeFunction 10(s1_t) 8(ptr)
15: TypeVector 6(float) 3
16(s2_t): TypeStruct 6(float) 15(fvec3)
17: TypeFunction 16(s2_t) 8(ptr)
21: TypeVector 6(float) 4
22: TypeFunction 21(fvec4)
25: TypePointer Function 21(fvec4)
28: TypeSampler
29: TypePointer UniformConstant 28
30(g_sSamp): 29(ptr) Variable UniformConstant
32: TypeSampledImage 7
34: 6(float) Constant 1058642330
35: 6(float) Constant 1058810102
36: 9(fvec2) ConstantComposite 34 35
38: TypePointer Function 10(s1_t)
40: TypeInt 32 1
41: 40(int) Constant 0
42: TypeInt 32 0
43: 42(int) Constant 0
44: TypePointer Function 6(float)
48: 40(int) Constant 1
49: 42(int) Constant 1
53: 42(int) Constant 2
57: 40(int) Constant 2
58: 42(int) Constant 3
70: TypePointer Function 16(s2_t)
89(g_tTex2s1): 8(ptr) Variable UniformConstant
93: 6(float) Constant 1036831949
94: 6(float) Constant 1038174126
95: 9(fvec2) ConstantComposite 93 94
113(g_tTex2s2): 8(ptr) Variable UniformConstant
117: 6(float) Constant 1045220557
118: 6(float) Constant 1045891645
119: 9(fvec2) ConstantComposite 117 118
135(s3_t): TypeStruct 9(fvec2) 6(float)
136: TypePointer Function 135(s3_t)
139(g_tTex2s3): 8(ptr) Variable UniformConstant
143: 6(float) Constant 1050253722
144: 6(float) Constant 1050589266
145: 9(fvec2) ConstantComposite 143 144
158: TypeVector 40(int) 2
159(s4_t): TypeStruct 40(int) 158(ivec2) 40(int)
160: TypePointer Function 159(s4_t)
162: TypeVector 40(int) 4
163: TypePointer Function 162(ivec4)
165: TypeImage 40(int) 2D sampled format:Unknown
166: TypePointer UniformConstant 165
167(g_tTex2s4): 166(ptr) Variable UniformConstant
170: TypeSampledImage 165
172: 6(float) Constant 1053609165
173: 6(float) Constant 1053944709
174: 9(fvec2) ConstantComposite 172 173
177: TypePointer Function 40(int)
193(s5_t): TypeStruct 42(int) 42(int)
194: TypePointer Function 193(s5_t)
196: TypeVector 42(int) 4
197: TypePointer Function 196(ivec4)
199: TypeImage 42(int) 2D sampled format:Unknown
200: TypePointer UniformConstant 199
201(g_tTex2s5): 200(ptr) Variable UniformConstant
204: TypeSampledImage 199
206: 6(float) Constant 1056964608
207: 6(float) Constant 1057132380
208: 9(fvec2) ConstantComposite 206 207
211: TypePointer Function 42(int)
224(g_tTex2s1a): 8(ptr) Variable UniformConstant
226: 6(float) Constant 0
227: 21(fvec4) ConstantComposite 226 226 226 226
230: TypePointer Output 21(fvec4)
231(@entryPointOutput): 230(ptr) Variable Output
4(main): 2 Function None 3
5: Label
232: 21(fvec4) FunctionCall 23(@main()
Store 231(@entryPointOutput) 232
Return
FunctionEnd
13(fn1(t2-tx-struct0-1;): 10(s1_t) Function None 11
12(t1): 8(ptr) FunctionParameter
14: Label
26(@sampleResultShadow): 25(ptr) Variable Function
39(@sampleStructTemp): 38(ptr) Variable Function
27: 7 Load 12(t1)
31: 28 Load 30(g_sSamp)
33: 32 SampledImage 27 31
37: 21(fvec4) ImageSampleImplicitLod 33 36
Store 26(@sampleResultShadow) 37
45: 44(ptr) AccessChain 26(@sampleResultShadow) 43
46: 6(float) Load 45
47: 44(ptr) AccessChain 39(@sampleStructTemp) 41
Store 47 46
50: 44(ptr) AccessChain 26(@sampleResultShadow) 49
51: 6(float) Load 50
52: 44(ptr) AccessChain 39(@sampleStructTemp) 48 43
Store 52 51
54: 44(ptr) AccessChain 26(@sampleResultShadow) 53
55: 6(float) Load 54
56: 44(ptr) AccessChain 39(@sampleStructTemp) 48 49
Store 56 55
59: 44(ptr) AccessChain 26(@sampleResultShadow) 58
60: 6(float) Load 59
61: 44(ptr) AccessChain 39(@sampleStructTemp) 57
Store 61 60
62: 10(s1_t) Load 39(@sampleStructTemp)
ReturnValue 62
FunctionEnd
19(fn1(t2-tx-struct1-1;): 16(s2_t) Function None 17
18(t2): 8(ptr) FunctionParameter
20: Label
65(@sampleResultShadow): 25(ptr) Variable Function
71(@sampleStructTemp): 70(ptr) Variable Function
66: 7 Load 18(t2)
67: 28 Load 30(g_sSamp)
68: 32 SampledImage 66 67
69: 21(fvec4) ImageSampleImplicitLod 68 36
Store 65(@sampleResultShadow) 69
72: 44(ptr) AccessChain 65(@sampleResultShadow) 43
73: 6(float) Load 72
74: 44(ptr) AccessChain 71(@sampleStructTemp) 41
Store 74 73
75: 44(ptr) AccessChain 65(@sampleResultShadow) 49
76: 6(float) Load 75
77: 44(ptr) AccessChain 71(@sampleStructTemp) 48 43
Store 77 76
78: 44(ptr) AccessChain 65(@sampleResultShadow) 53
79: 6(float) Load 78
80: 44(ptr) AccessChain 71(@sampleStructTemp) 48 49
Store 80 79
81: 44(ptr) AccessChain 65(@sampleResultShadow) 58
82: 6(float) Load 81
83: 44(ptr) AccessChain 71(@sampleStructTemp) 48 53
Store 83 82
84: 16(s2_t) Load 71(@sampleStructTemp)
ReturnValue 84
FunctionEnd
23(@main(): 21(fvec4) Function None 22
24: Label
87(s1): 38(ptr) Variable Function
88(@sampleResultShadow): 25(ptr) Variable Function
97(@sampleStructTemp): 38(ptr) Variable Function
111(s2): 70(ptr) Variable Function
112(@sampleResultShadow): 25(ptr) Variable Function
121(@sampleStructTemp): 70(ptr) Variable Function
137(s3): 136(ptr) Variable Function
138(@sampleResultShadow): 25(ptr) Variable Function
147(@sampleStructTemp): 136(ptr) Variable Function
161(s4): 160(ptr) Variable Function
164(@sampleResultShadow): 163(ptr) Variable Function
176(@sampleStructTemp): 160(ptr) Variable Function
195(s5): 194(ptr) Variable Function
198(@sampleResultShadow): 197(ptr) Variable Function
210(@sampleStructTemp): 194(ptr) Variable Function
219(r0): 38(ptr) Variable Function
221(r1): 70(ptr) Variable Function
223(r2): 38(ptr) Variable Function
90: 7 Load 89(g_tTex2s1)
91: 28 Load 30(g_sSamp)
92: 32 SampledImage 90 91
96: 21(fvec4) ImageSampleImplicitLod 92 95
Store 88(@sampleResultShadow) 96
98: 44(ptr) AccessChain 88(@sampleResultShadow) 43
99: 6(float) Load 98
100: 44(ptr) AccessChain 97(@sampleStructTemp) 41
Store 100 99
101: 44(ptr) AccessChain 88(@sampleResultShadow) 49
102: 6(float) Load 101
103: 44(ptr) AccessChain 97(@sampleStructTemp) 48 43
Store 103 102
104: 44(ptr) AccessChain 88(@sampleResultShadow) 53
105: 6(float) Load 104
106: 44(ptr) AccessChain 97(@sampleStructTemp) 48 49
Store 106 105
107: 44(ptr) AccessChain 88(@sampleResultShadow) 58
108: 6(float) Load 107
109: 44(ptr) AccessChain 97(@sampleStructTemp) 57
Store 109 108
110: 10(s1_t) Load 97(@sampleStructTemp)
Store 87(s1) 110
114: 7 Load 113(g_tTex2s2)
115: 28 Load 30(g_sSamp)
116: 32 SampledImage 114 115
120: 21(fvec4) ImageSampleImplicitLod 116 119
Store 112(@sampleResultShadow) 120
122: 44(ptr) AccessChain 112(@sampleResultShadow) 43
123: 6(float) Load 122
124: 44(ptr) AccessChain 121(@sampleStructTemp) 41
Store 124 123
125: 44(ptr) AccessChain 112(@sampleResultShadow) 49
126: 6(float) Load 125
127: 44(ptr) AccessChain 121(@sampleStructTemp) 48 43
Store 127 126
128: 44(ptr) AccessChain 112(@sampleResultShadow) 53
129: 6(float) Load 128
130: 44(ptr) AccessChain 121(@sampleStructTemp) 48 49
Store 130 129
131: 44(ptr) AccessChain 112(@sampleResultShadow) 58
132: 6(float) Load 131
133: 44(ptr) AccessChain 121(@sampleStructTemp) 48 53
Store 133 132
134: 16(s2_t) Load 121(@sampleStructTemp)
Store 111(s2) 134
140: 7 Load 139(g_tTex2s3)
141: 28 Load 30(g_sSamp)
142: 32 SampledImage 140 141
146: 21(fvec4) ImageSampleImplicitLod 142 145
Store 138(@sampleResultShadow) 146
148: 44(ptr) AccessChain 138(@sampleResultShadow) 43
149: 6(float) Load 148
150: 44(ptr) AccessChain 147(@sampleStructTemp) 41 43
Store 150 149
151: 44(ptr) AccessChain 138(@sampleResultShadow) 49
152: 6(float) Load 151
153: 44(ptr) AccessChain 147(@sampleStructTemp) 41 49
Store 153 152
154: 44(ptr) AccessChain 138(@sampleResultShadow) 53
155: 6(float) Load 154
156: 44(ptr) AccessChain 147(@sampleStructTemp) 48
Store 156 155
157: 135(s3_t) Load 147(@sampleStructTemp)
Store 137(s3) 157
168: 165 Load 167(g_tTex2s4)
169: 28 Load 30(g_sSamp)
171: 170 SampledImage 168 169
175: 162(ivec4) ImageSampleImplicitLod 171 174
Store 164(@sampleResultShadow) 175
178: 177(ptr) AccessChain 164(@sampleResultShadow) 43
179: 40(int) Load 178
180: 177(ptr) AccessChain 176(@sampleStructTemp) 41
Store 180 179
181: 177(ptr) AccessChain 164(@sampleResultShadow) 49
182: 40(int) Load 181
183: 6(float) ConvertSToF 182
184: 177(ptr) AccessChain 176(@sampleStructTemp) 48 43
Store 184 183
185: 177(ptr) AccessChain 164(@sampleResultShadow) 53
186: 40(int) Load 185
187: 6(float) ConvertSToF 186
188: 177(ptr) AccessChain 176(@sampleStructTemp) 48 49
Store 188 187
189: 177(ptr) AccessChain 164(@sampleResultShadow) 58
190: 40(int) Load 189
191: 177(ptr) AccessChain 176(@sampleStructTemp) 57
Store 191 190
192: 159(s4_t) Load 176(@sampleStructTemp)
Store 161(s4) 192
202: 199 Load 201(g_tTex2s5)
203: 28 Load 30(g_sSamp)
205: 204 SampledImage 202 203
209: 196(ivec4) ImageSampleImplicitLod 205 208
Store 198(@sampleResultShadow) 209
212: 211(ptr) AccessChain 198(@sampleResultShadow) 43
213: 42(int) Load 212
214: 211(ptr) AccessChain 210(@sampleStructTemp) 41
Store 214 213
215: 211(ptr) AccessChain 198(@sampleResultShadow) 49
216: 42(int) Load 215
217: 211(ptr) AccessChain 210(@sampleStructTemp) 48
Store 217 216
218: 193(s5_t) Load 210(@sampleStructTemp)
Store 195(s5) 218
220: 10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 89(g_tTex2s1)
Store 219(r0) 220
222: 16(s2_t) FunctionCall 19(fn1(t2-tx-struct1-1;) 113(g_tTex2s2)
Store 221(r1) 222
225: 10(s1_t) FunctionCall 13(fn1(t2-tx-struct0-1;) 224(g_tTex2s1a)
Store 223(r2) 225
ReturnValue 227
FunctionEnd
struct s1_t {
float c0;
float2 c1;
float c2;
};
struct s2_t {
float c0;
float3 c1;
};
struct s3_t {
float2 c0;
float1 c1;
};
struct s4_t {
int c0;
int2 c1;
int c2;
};
struct s5_t {
uint c0;
uint c1;
};
SamplerState g_sSamp;
Texture2D <s1_t> g_tTex2s1;
Texture2D <s2_t> g_tTex2s2;
Texture2D <s3_t> g_tTex2s3;
Texture2D <s4_t> g_tTex2s4;
Texture2D <s5_t> g_tTex2s5;
Texture2D <s1_t> g_tTex2s1a; // same type as g_tTex2s1, to test fn signature matching.
// function overloading to test name mangling with textures templatized on structs
s1_t fn1(Texture2D <s1_t> t1) { return t1 . Sample(g_sSamp, float2(0.6, 0.61)); }
s2_t fn1(Texture2D <s2_t> t2) { return t2 . Sample(g_sSamp, float2(0.6, 0.61)); }
float4 main() : SV_Target0
{
s1_t s1 = g_tTex2s1 . Sample(g_sSamp, float2(0.1, 0.11));
s2_t s2 = g_tTex2s2 . Sample(g_sSamp, float2(0.2, 0.21));
s3_t s3 = g_tTex2s3 . Sample(g_sSamp, float2(0.3, 0.31));
s4_t s4 = g_tTex2s4 . Sample(g_sSamp, float2(0.4, 0.41));
s5_t s5 = g_tTex2s5 . Sample(g_sSamp, float2(0.5, 0.51));
s1_t r0 = fn1(g_tTex2s1);
s2_t r1 = fn1(g_tTex2s2);
s1_t r2 = fn1(g_tTex2s1a);
return 0;
}
......@@ -11,7 +11,7 @@ Texture2D <float4> g_tTex2df4;
SamplerState g_sSamp;
float4 main()
float4 main() : SV_Target0
{
uint MipLevel;
uint WidthU;
......
......@@ -80,7 +80,19 @@ struct TSampler { // misnomer now; includes images, textures without sampler,
bool combined : 1; // true means texture is combined with a sampler, false means texture with no sampler
bool sampler : 1; // true means a pure sampler, other fields should be clear()
bool external : 1; // GL_OES_EGL_image_external
unsigned int vectorSize : 3; // return vector size. TODO: support arbitrary types.
unsigned int vectorSize : 3; // vector return type size.
// Some languages support structures as sample results. Storing the whole structure in the
// TSampler is too large, so there is an index to a separate table.
static const unsigned structReturnIndexBits = 4; // number of index bits to use.
static const unsigned structReturnSlots = (1<<structReturnIndexBits)-1; // number of valid values
static const unsigned noReturnStruct = structReturnSlots; // value if no return struct type.
// Index into a language specific table of texture return structures.
unsigned int structReturnIndex : structReturnIndexBits;
// Encapsulate getting members' vector sizes packed into the vectorSize bitfield.
unsigned int getVectorSize() const { return vectorSize; }
bool isImage() const { return image && dim != EsdSubpass; }
bool isSubpass() const { return dim == EsdSubpass; }
......@@ -90,6 +102,7 @@ struct TSampler { // misnomer now; includes images, textures without sampler,
bool isShadow() const { return shadow; }
bool isArrayed() const { return arrayed; }
bool isMultiSample() const { return ms; }
bool hasReturnStruct() const { return structReturnIndex != noReturnStruct; }
void clear()
{
......@@ -102,6 +115,9 @@ struct TSampler { // misnomer now; includes images, textures without sampler,
combined = false;
sampler = false;
external = false;
structReturnIndex = noReturnStruct;
// by default, returns a single vec4;
vectorSize = 4;
}
......@@ -160,16 +176,17 @@ struct TSampler { // misnomer now; includes images, textures without sampler,
bool operator==(const TSampler& right) const
{
return type == right.type &&
dim == right.dim &&
arrayed == right.arrayed &&
shadow == right.shadow &&
ms == right.ms &&
image == right.image &&
combined == right.combined &&
sampler == right.sampler &&
external == right.external &&
vectorSize == right.vectorSize;
return type == right.type &&
dim == right.dim &&
arrayed == right.arrayed &&
shadow == right.shadow &&
ms == right.ms &&
image == right.image &&
combined == right.combined &&
sampler == right.sampler &&
external == right.external &&
vectorSize == right.vectorSize &&
structReturnIndex == right.structReturnIndex;
}
bool operator!=(const TSampler& right) const
......
......@@ -104,11 +104,20 @@ void TType::buildMangledName(TString& mangledName) const
default: break; // some compilers want this
}
switch (sampler.vectorSize) {
case 1: mangledName += "1"; break;
case 2: mangledName += "2"; break;
case 3: mangledName += "3"; break;
case 4: break; // default to prior name mangle behavior
if (sampler.hasReturnStruct()) {
// Name mangle for sampler return struct uses struct table index.
mangledName += "-tx-struct";
char text[16]; // plenty enough space for the small integers.
snprintf(text, sizeof(text), "%d-", sampler.structReturnIndex);
mangledName += text;
} else {
switch (sampler.getVectorSize()) {
case 1: mangledName += "1"; break;
case 2: mangledName += "2"; break;
case 3: mangledName += "3"; break;
case 4: break; // default to prior name mangle behavior
}
}
if (sampler.ms)
......
......@@ -291,6 +291,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.structIoFourWay.frag", "main"},
{"hlsl.structStructName.frag", "main"},
{"hlsl.synthesizeInput.frag", "main"},
{"hlsl.texture.struct.frag", "main"},
{"hlsl.texture.subvec4.frag", "main"},
{"hlsl.this.frag", "main"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
......
......@@ -1189,7 +1189,13 @@ bool HlslGrammar::acceptTextureType(TType& type)
const TBasicType basicRetType = txType.getBasicType() ;
if (basicRetType != EbtFloat && basicRetType != EbtUint && basicRetType != EbtInt) {
switch (basicRetType) {
case EbtFloat:
case EbtUint:
case EbtInt:
case EbtStruct:
break;
default:
unimplemented("basic type in texture");
return false;
}
......@@ -1206,8 +1212,8 @@ bool HlslGrammar::acceptTextureType(TType& type)
return false;
}
if (!txType.isScalar() && !txType.isVector()) {
expected("scalar or vector type");
if (!txType.isScalar() && !txType.isVector() && !txType.isStruct()) {
expected("scalar, vector, or struct type");
return false;
}
......@@ -1244,20 +1250,24 @@ bool HlslGrammar::acceptTextureType(TType& type)
if (image || dim == EsdBuffer)
format = parseContext.getLayoutFromTxType(token.loc, txType);
const TBasicType txBasicType = txType.isStruct() ? (*txType.getStruct())[0].type->getBasicType()
: txType.getBasicType();
// Non-image Buffers are combined
if (dim == EsdBuffer && !image) {
sampler.set(txType.getBasicType(), dim, array);
} else {
// DX10 textures are separated. TODO: DX9.
if (image) {
sampler.setImage(txType.getBasicType(), dim, array, shadow, ms);
sampler.setImage(txBasicType, dim, array, shadow, ms);
} else {
sampler.setTexture(txType.getBasicType(), dim, array, shadow, ms);
sampler.setTexture(txBasicType, dim, array, shadow, ms);
}
}
// Remember the declared vector size.
sampler.vectorSize = txType.getVectorSize();
// Remember the declared return type. Function returns false on error.
if (!parseContext.setTextureReturnType(sampler, txType, token.loc))
return false;
// Force uncombined, if necessary
if (!combined)
......
......@@ -189,7 +189,14 @@ void HlslParseContext::growGlobalUniformBlock(const TSourceLoc& loc, TType& memb
//
TLayoutFormat HlslParseContext::getLayoutFromTxType(const TSourceLoc& loc, const TType& txType)
{
if (txType.isStruct()) {
// TODO: implement.
error(loc, "unimplemented: structure type in image or buffer", "", "");
return ElfNone;
}
const int components = txType.getVectorSize();
const TBasicType txBasicType = txType.getBasicType();
const auto selectFormat = [this,&components](TLayoutFormat v1, TLayoutFormat v2, TLayoutFormat v4) -> TLayoutFormat {
if (intermediate.getNoStorageFormat())
......@@ -199,7 +206,7 @@ TLayoutFormat HlslParseContext::getLayoutFromTxType(const TSourceLoc& loc, const
components == 2 ? v2 : v4;
};
switch (txType.getBasicType()) {
switch (txBasicType) {
case EbtFloat: return selectFormat(ElfR32f, ElfRg32f, ElfRgba32f);
case EbtInt: return selectFormat(ElfR32i, ElfRg32i, ElfRgba32i);
case EbtUint: return selectFormat(ElfR32ui, ElfRg32ui, ElfRgba32ui);
......@@ -370,7 +377,8 @@ TIntermTyped* HlslParseContext::handleLvalue(const TSourceLoc& loc, const char*
const TSampler& texSampler = object->getType().getSampler();
const TType objDerefType(texSampler.type, EvqTemporary, texSampler.vectorSize);
TType objDerefType;
getTextureReturnType(texSampler, objDerefType);
if (nodeAsBinary) {
TIntermTyped* rhs = nodeAsBinary->getRight();
......@@ -771,7 +779,10 @@ TIntermTyped* HlslParseContext::handleBracketOperator(const TSourceLoc& loc, TIn
} else {
TIntermAggregate* load = new TIntermAggregate(sampler.isImage() ? EOpImageLoad : EOpTextureFetch);
load->setType(TType(sampler.type, EvqTemporary, sampler.vectorSize));
TType sampReturnType;
getTextureReturnType(sampler, sampReturnType);
load->setType(sampReturnType);
load->setLoc(loc);
load->getSequence().push_back(base);
load->getSequence().push_back(index);
......@@ -3292,21 +3303,99 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
if (node == nullptr || !node->getAsOperator())
return;
const auto clampReturn = [&loc, &node, this](TIntermTyped* result, const TSampler& sampler) -> TIntermTyped* {
// Sampler return must always be a vec4, but we can construct a shorter vector
// Sampler return must always be a vec4, but we can construct a shorter vector or a structure from it.
const auto convertReturn = [&loc, &node, this](TIntermTyped* result, const TSampler& sampler) -> TIntermTyped* {
result->setType(TType(node->getType().getBasicType(), EvqTemporary, node->getVectorSize()));
if (sampler.vectorSize < (unsigned)node->getVectorSize()) {
// Too many components. Construct shorter vector from it.
const TType clampedType(result->getType().getBasicType(), EvqTemporary, sampler.vectorSize);
TIntermTyped* convertedResult = nullptr;
TType retType;
getTextureReturnType(sampler, retType);
if (retType.isStruct()) {
// For type convenience, conversionAggregate points to the convertedResult (we know it's an aggregate here)
TIntermAggregate* conversionAggregate = new TIntermAggregate;
convertedResult = conversionAggregate;
// Convert vector output to return structure. We will need a temp symbol to copy the results to.
TVariable* structVar = makeInternalVariable("@sampleStructTemp", retType);
// We also need a temp symbol to hold the result of the texture. We don't want to re-fetch the
// sample each time we'll index into the result, so we'll copy to this, and index into the copy.
TVariable* sampleShadow = makeInternalVariable("@sampleResultShadow", result->getType());
// Initial copy from texture to our sample result shadow.
TIntermTyped* shadowCopy = intermediate.addAssign(EOpAssign, intermediate.addSymbol(*sampleShadow, loc),
result, loc);
conversionAggregate->getSequence().push_back(shadowCopy);
const TOperator op = intermediate.mapTypeToConstructorOp(clampedType);
unsigned vec4Pos = 0;
result = constructBuiltIn(clampedType, op, result, loc, false);
for (unsigned m = 0; m < unsigned(retType.getStruct()->size()); ++m) {
const TType memberType(retType, m); // dereferenced type of the member we're about to assign.
// Check for bad struct members. This should have been caught upstream. Complain, because
// wwe don't know what to do with it. This algorithm could be generalized to handle
// other things, e.g, sub-structures, but HLSL doesn't allow them.
if (!memberType.isVector() && !memberType.isScalar()) {
error(loc, "expected: scalar or vector type in texture structure", "", "");
return nullptr;
}
// Index into the struct variable to find the member to assign.
TIntermTyped* structMember = intermediate.addIndex(EOpIndexDirectStruct,
intermediate.addSymbol(*structVar, loc),
intermediate.addConstantUnion(m, loc), loc);
structMember->setType(memberType);
// Assign each component of (possible) vector in struct member.
for (int component = 0; component < memberType.getVectorSize(); ++component) {
TIntermTyped* vec4Member = intermediate.addIndex(EOpIndexDirect,
intermediate.addSymbol(*sampleShadow, loc),
intermediate.addConstantUnion(vec4Pos++, loc), loc);
vec4Member->setType(TType(memberType.getBasicType(), EvqTemporary, 1));
TIntermTyped* memberAssign = nullptr;
if (memberType.isVector()) {
// Vector member: we need to create an access chain to the vector component.
TIntermTyped* structVecComponent = intermediate.addIndex(EOpIndexDirect, structMember,
intermediate.addConstantUnion(component, loc), loc);
memberAssign = intermediate.addAssign(EOpAssign, structVecComponent, vec4Member, loc);
} else {
// Scalar member: we can assign to it directly.
memberAssign = intermediate.addAssign(EOpAssign, structMember, vec4Member, loc);
}
conversionAggregate->getSequence().push_back(memberAssign);
}
}
// Add completed variable so the expression results in the whole struct value we just built.
conversionAggregate->getSequence().push_back(intermediate.addSymbol(*structVar, loc));
// Make it a sequence.
intermediate.setAggregateOperator(conversionAggregate, EOpSequence, retType, loc);
} else {
// vector clamp the output if template vector type is smaller than sample result.
if (retType.getVectorSize() < node->getVectorSize()) {
// Too many components. Construct shorter vector from it.
const TOperator op = intermediate.mapTypeToConstructorOp(retType);
convertedResult = constructBuiltIn(retType, op, result, loc, false);
} else {
// Enough components. Use directly.
convertedResult = result;
}
}
result->setLoc(loc);
return result;
convertedResult->setLoc(loc);
return convertedResult;
};
const TOperator op = node->getAsOperator()->getOp();
......@@ -3372,7 +3461,7 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
tex->getSequence().push_back(constructCoord); // coordinate
tex->getSequence().push_back(bias); // bias
node = clampReturn(tex, sampler);
node = convertReturn(tex, sampler);
break;
}
......@@ -3412,7 +3501,7 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
node = convertReturn(txsample, sampler);
break;
}
......@@ -3445,7 +3534,7 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
node = convertReturn(txsample, sampler);
break;
}
......@@ -3721,7 +3810,7 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
txfetch->getSequence().push_back(argOffset);
}
node = clampReturn(txfetch, sampler);
node = convertReturn(txfetch, sampler);
break;
}
......@@ -3752,7 +3841,7 @@ void HlslParseContext::decomposeSampleMethods(const TSourceLoc& loc, TIntermType
if (argOffset != nullptr)
txsample->getSequence().push_back(argOffset);
node = clampReturn(txsample, sampler);
node = convertReturn(txsample, sampler);
break;
}
......@@ -8756,6 +8845,106 @@ void HlslParseContext::clearUniformInputOutput(TQualifier& qualifier)
}
// Set texture return type. Returns success (not all types are valid).
bool HlslParseContext::setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc)
{
// Seed the output with an invalid index. We will set it to a valid one if we can.
sampler.structReturnIndex = TSampler::noReturnStruct;
// Arrays aren't supported.
if (retType.isArray()) {
error(loc, "Arrays not supported in texture template types", "", "");
return false;
}
// If return type is a vector, remember the vector size in the sampler, and return.
if (retType.isVector() || retType.isScalar()) {
sampler.vectorSize = retType.getVectorSize();
return true;
}
// If it wasn't a vector, it must be a struct meeting certain requirements. The requirements
// are checked below: just check for struct-ness here.
if (!retType.isStruct()) {
error(loc, "Invalid texture template type", "", "");
return false;
}
TTypeList* members = retType.getWritableStruct();
// Check for too many or not enough structure members.
if (members->size() > 4 || members->size() == 0) {
error(loc, "Invalid member count in texture template structure", "", "");
return false;
}
// Error checking: We must have <= 4 total components, all of the same basic type.
unsigned totalComponents = 0;
for (unsigned m = 0; m < members->size(); ++m) {
// Check for bad member types
if (!(*members)[m].type->isScalar() && !(*members)[m].type->isVector()) {
error(loc, "Invalid texture template struct member type", "", "");
return false;
}
const unsigned memberVectorSize = (*members)[m].type->getVectorSize();
totalComponents += memberVectorSize;
// too many total member components
if (totalComponents > 4) {
error(loc, "Too many components in texture template structure type", "", "");
return false;
}
// All members must be of a common basic type
if ((*members)[m].type->getBasicType() != (*members)[0].type->getBasicType()) {
error(loc, "Texture template structure members must same basic type", "", "");
return false;
}
}
// If the structure in the return type already exists in the table, we'll use it. Otherwise, we'll make
// a new entry. This is a linear search, but it hardly ever happens, and the list cannot be very large.
for (unsigned int idx = 0; idx < textureReturnStruct.size(); ++idx) {
if (textureReturnStruct[idx] == members) {
sampler.structReturnIndex = idx;
return true;
}
}
// It wasn't found as an existing entry. See if we have room for a new one.
if (textureReturnStruct.size() >= TSampler::structReturnSlots) {
error(loc, "Texture template struct return slots exceeded", "", "");
return false;
}
// Insert it in the vector that tracks struct return types.
sampler.structReturnIndex = unsigned(textureReturnStruct.size());
textureReturnStruct.push_back(members);
// Success!
return true;
}
// Return the sampler return type in retType.
void HlslParseContext::getTextureReturnType(const TSampler& sampler, TType& retType) const
{
if (sampler.hasReturnStruct()) {
assert(textureReturnStruct.size() >= sampler.structReturnIndex);
// We land here if the texture return is a structure.
TTypeList* blockStruct = textureReturnStruct[sampler.structReturnIndex];
const TType resultType(blockStruct, "");
retType.shallowCopy(resultType);
} else {
// We land here if the texture return is a vector or scalar.
const TType resultType(sampler.type, EvqTemporary, sampler.getVectorSize());
retType.shallowCopy(resultType);
}
}
// Return a symbol for the tessellation linkage variable of the given TBuiltInVariable type
TIntermSymbol* HlslParseContext::findTessLinkageSymbol(TBuiltInVariable biType) const
{
......
......@@ -213,6 +213,12 @@ public:
// Share struct buffer deep types
void shareStructBufferType(TType&);
// Set texture return type of the given sampler. Returns success (not all types are valid).
bool setTextureReturnType(TSampler& sampler, const TType& retType, const TSourceLoc& loc);
// Obtain the sampler return type of the given sampler in retType.
void getTextureReturnType(const TSampler& sampler, TType& retType) const;
protected:
struct TFlattenData {
TFlattenData() : nextBinding(TQualifier::layoutBindingEnd),
......@@ -388,6 +394,10 @@ protected:
// Structuredbuffer shared types. Typically there are only a few.
TVector<TType*> structBufferTypes;
// This tracks texture sample user structure return types. Only a limited number are supported, as
// may fit in TSampler::structReturnIndex.
TVector<TTypeList*> textureReturnStruct;
TMap<TString, bool> structBufferCounter;
......
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