Defer parenthesis generation until needed.
Previously, we would generate parentheses proactively when generating binary ops, however, this leads to uglier code and hits warnings in compilers when used as a conditional.
This commit is contained in:
parent
cc207e32c8
commit
e67f6f85a4
@ -15,13 +15,13 @@ layout(binding = 1, std430) restrict buffer _4
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void main()
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{
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_6._0 = (_5._1 + uvec4(_5._0));
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_6._0 = (uvec4(_5._0) + _5._1);
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_6._0 = (_5._1 + _5._1);
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_6._0 = _5._1 + uvec4(_5._0);
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_6._0 = uvec4(_5._0) + _5._1;
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_6._0 = _5._1 + _5._1;
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_6._0 = uvec4(_5._0 + _5._0);
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_6._1 = ivec4(_5._1 + _5._1);
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_6._1 = (_5._0 + _5._0);
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_6._1 = (ivec4(_5._1) + _5._0);
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_6._1 = (_5._0 + ivec4(_5._1));
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_6._1 = _5._0 + _5._0;
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_6._1 = ivec4(_5._1) + _5._0;
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_6._1 = _5._0 + ivec4(_5._1);
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}
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@ -19,9 +19,9 @@ void main()
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_6._0 = uvec4(_5._0 >> ivec4(_5._1));
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_6._0 = uvec4(ivec4(_5._1) >> ivec4(_5._1));
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_6._0 = uvec4(_5._0 >> _5._0);
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_6._1 = (ivec4(_5._1) >> ivec4(_5._1));
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_6._1 = (_5._0 >> _5._0);
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_6._1 = (ivec4(_5._1) >> _5._0);
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_6._1 = (_5._0 >> ivec4(_5._1));
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_6._1 = ivec4(_5._1) >> ivec4(_5._1);
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_6._1 = _5._0 >> _5._0;
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_6._1 = ivec4(_5._1) >> _5._0;
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_6._1 = _5._0 >> ivec4(_5._1);
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}
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@ -19,9 +19,9 @@ void main()
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_6._0 = uvec4(_5._0 / ivec4(_5._1));
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_6._0 = uvec4(ivec4(_5._1) / ivec4(_5._1));
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_6._0 = uvec4(_5._0 / _5._0);
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_6._1 = (ivec4(_5._1) / ivec4(_5._1));
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_6._1 = (_5._0 / _5._0);
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_6._1 = (ivec4(_5._1) / _5._0);
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_6._1 = (_5._0 / ivec4(_5._1));
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_6._1 = ivec4(_5._1) / ivec4(_5._1);
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_6._1 = _5._0 / _5._0;
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_6._1 = ivec4(_5._1) / _5._0;
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_6._1 = _5._0 / ivec4(_5._1);
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}
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@ -15,10 +15,10 @@ layout(binding = 1, std430) buffer _4
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void main()
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{
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_6._0 = (_5._1 >> uvec4(_5._0));
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_6._0 = (uvec4(_5._0) >> _5._1);
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_6._0 = (_5._1 >> _5._1);
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_6._0 = (uvec4(_5._0) >> uvec4(_5._0));
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_6._0 = _5._1 >> uvec4(_5._0);
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_6._0 = uvec4(_5._0) >> _5._1;
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_6._0 = _5._1 >> _5._1;
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_6._0 = uvec4(_5._0) >> uvec4(_5._0);
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_6._1 = ivec4(_5._1 >> _5._1);
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_6._1 = ivec4(uvec4(_5._0) >> uvec4(_5._0));
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_6._1 = ivec4(_5._1 >> uvec4(_5._0));
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@ -15,10 +15,10 @@ layout(binding = 1, std430) buffer _4
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void main()
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{
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_6._0 = (_5._1 / uvec4(_5._0));
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_6._0 = (uvec4(_5._0) / _5._1);
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_6._0 = (_5._1 / _5._1);
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_6._0 = (uvec4(_5._0) / uvec4(_5._0));
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_6._0 = _5._1 / uvec4(_5._0);
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_6._0 = uvec4(_5._0) / _5._1;
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_6._0 = _5._1 / _5._1;
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_6._0 = uvec4(_5._0) / uvec4(_5._0);
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_6._1 = ivec4(_5._1 / _5._1);
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_6._1 = ivec4(uvec4(_5._0) / uvec4(_5._0));
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_6._1 = ivec4(_5._1 / uvec4(_5._0));
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@ -15,13 +15,13 @@ layout(binding = 1, std430) restrict buffer _7
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void main()
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{
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_9._0 = (_8._1 + uvec4(_8._0));
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_9._0 = (uvec4(_8._0) + _8._1);
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_9._0 = (_8._1 + _8._1);
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_9._0 = _8._1 + uvec4(_8._0);
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_9._0 = uvec4(_8._0) + _8._1;
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_9._0 = _8._1 + _8._1;
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_9._0 = uvec4(_8._0 + _8._0);
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_9._1 = ivec4(_8._1 + _8._1);
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_9._1 = (_8._0 + _8._0);
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_9._1 = (ivec4(_8._1) + _8._0);
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_9._1 = (_8._0 + ivec4(_8._1));
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_9._1 = _8._0 + _8._0;
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_9._1 = ivec4(_8._1) + _8._0;
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_9._1 = _8._0 + ivec4(_8._1);
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}
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@ -10,6 +10,6 @@ void main()
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float b = v1;
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float _17 = a;
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a = v1;
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FragColor = ((_17 + b) * b);
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FragColor = (_17 + b) * b;
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}
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@ -14,23 +14,23 @@ layout(binding = 3, rgba16f) uniform mediump writeonly image2D iGradJacobian;
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mediump float jacobian(mediump vec2 dDdx, mediump vec2 dDdy)
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{
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return (((1.0 + dDdx.x) * (1.0 + dDdy.y)) - (dDdx.y * dDdy.x));
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return ((1.0 + dDdx.x) * (1.0 + dDdy.y)) - (dDdx.y * dDdy.x);
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}
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void main()
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{
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vec4 uv = ((vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.5));
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vec4 uv = (vec2(gl_GlobalInvocationID.xy) * _46.uInvSize.xy).xyxy + (_46.uInvSize * 0.5);
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float h = textureLod(uHeight, uv.xy, 0.0).x;
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float x0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(-1, 0)).x;
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float x1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(1, 0)).x;
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float y0 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, -1)).x;
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float y1 = textureLodOffset(uHeight, uv.xy, 0.0, ivec2(0, 1)).x;
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vec2 grad = ((_46.uScale.xy * 0.5) * vec2((x1 - x0), (y1 - y0)));
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vec2 displacement = (textureLod(uDisplacement, uv.zw, 0.0).xy * 1.2000000476837158203125);
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vec2 dDdx = ((textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625);
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vec2 dDdy = ((textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625);
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vec2 param = (dDdx * _46.uScale.z);
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vec2 param_1 = (dDdy * _46.uScale.z);
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vec2 grad = (_46.uScale.xy * 0.5) * vec2(x1 - x0, y1 - y0);
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vec2 displacement = textureLod(uDisplacement, uv.zw, 0.0).xy * 1.2000000476837158203125;
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vec2 dDdx = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(1, 0)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(-1, 0)).xy) * 0.60000002384185791015625;
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vec2 dDdy = (textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, 1)).xy - textureLodOffset(uDisplacement, uv.zw, 0.0, ivec2(0, -1)).xy) * 0.60000002384185791015625;
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vec2 param = dDdx * _46.uScale.z;
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vec2 param_1 = dDdy * _46.uScale.z;
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float j = jacobian(param, param_1);
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displacement = vec2(0.0);
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imageStore(iHeightDisplacement, ivec2(gl_GlobalInvocationID.xy), vec4(h, displacement, 0.0));
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@ -20,7 +20,7 @@ void main()
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{
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uint ident = gl_GlobalInvocationID.x;
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vec4 idata = _23.in_data[ident];
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if ((dot(idata, vec4(1.0, 5.0, 6.0, 2.0)) > 8.19999980926513671875))
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if (dot(idata, vec4(1.0, 5.0, 6.0, 2.0)) > 8.19999980926513671875)
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{
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uint _52 = atomicAdd(_48.counter, 1u);
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_45.out_data[_52] = idata;
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@ -9,7 +9,7 @@ layout(binding = 0, std430) buffer SSBO
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void test()
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{
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float m;
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if ((_11.data != 0.0))
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if (_11.data != 0.0)
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{
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float tmp = 10.0;
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_11.data = tmp;
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@ -19,12 +19,12 @@ void test()
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float tmp_1 = 15.0;
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_11.data = tmp_1;
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}
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if ((_11.data != 0.0))
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if (_11.data != 0.0)
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{
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float e;
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if ((_11.data != 5.0))
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if (_11.data != 5.0)
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{
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if ((_11.data != 6.0))
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if (_11.data != 6.0)
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{
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e = 10.0;
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}
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@ -65,13 +65,13 @@ void test()
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}
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int i = 0;
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float h;
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for (; (i < 20); i = (i + 1), h = (h + 10.0))
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for (; i < 20; i = i + 1, h = h + 10.0)
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{
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}
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_11.data = h;
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do
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{
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} while ((m != 20.0));
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} while (m != 20.0);
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_11.data = m;
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}
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@ -19,7 +19,7 @@ layout(binding = 1, std430) buffer SSBO1
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vec4 summe(vec4 values[3][2])
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{
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return (((values[0][0] + values[2][1]) + values[0][1]) + values[1][0]);
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return ((values[0][0] + values[2][1]) + values[0][1]) + values[1][0];
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}
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void main()
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@ -20,7 +20,7 @@ void main()
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{
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uint ident = gl_GlobalInvocationID.x;
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float idata = _22.in_data[ident];
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if ((idata > 12.0))
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if (idata > 12.0)
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{
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uint _45 = atomicAdd(_41.count, 1u);
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_38.out_data[_45] = idata;
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@ -21,9 +21,9 @@ void main()
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vec4 idat = _28.in_data[ident];
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do
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{
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idat = (_28.mvp * idat);
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i = (i + 1);
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} while ((i < 16));
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idat = _28.mvp * idat;
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i = i + 1;
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} while (i < 16);
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_52.out_data[ident] = idat;
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}
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@ -42,17 +42,17 @@ uvec2 workaround_mix(uvec2 a, uvec2 b, bvec2 sel)
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vec2 alias(vec2 i, vec2 N)
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{
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return mix(i, (i - N), greaterThan(i, (N * 0.5)));
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return mix(i, i - N, greaterThan(i, N * 0.5));
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}
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vec2 cmul(vec2 a, vec2 b)
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{
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vec2 r3 = a.yx;
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vec2 r1 = b.xx;
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vec2 R0 = (a * r1);
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vec2 R0 = a * r1;
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vec2 r2 = b.yy;
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vec2 R1 = (r2 * r3);
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return (R0 + vec2((-R1.x), R1.y));
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vec2 R1 = r2 * r3;
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return R0 + vec2(-R1.x, R1.y);
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}
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uint pack2(vec2 v)
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@ -62,19 +62,19 @@ uint pack2(vec2 v)
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void generate_heightmap()
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{
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uvec2 N = (uvec2(64u, 1u) * gl_NumWorkGroups.xy);
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uvec2 N = uvec2(64u, 1u) * gl_NumWorkGroups.xy;
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uvec2 i = gl_GlobalInvocationID.xy;
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uvec2 param = (N - i);
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uvec2 param = N - i;
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uvec2 param_1 = uvec2(0u);
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bvec2 param_2 = equal(i, uvec2(0u));
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uvec2 wi = workaround_mix(param, param_1, param_2);
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vec2 a = _190.distribution[((i.y * N.x) + i.x)];
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vec2 b = _190.distribution[((wi.y * N.x) + wi.x)];
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vec2 a = _190.distribution[(i.y * N.x) + i.x];
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vec2 b = _190.distribution[(wi.y * N.x) + wi.x];
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vec2 param_3 = vec2(i);
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vec2 param_4 = vec2(N);
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vec2 k = (_218.uModTime.xy * alias(param_3, param_4));
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vec2 k = _218.uModTime.xy * alias(param_3, param_4);
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float k_len = length(k);
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float w = (sqrt((9.81000041961669921875 * k_len)) * _218.uModTime.z);
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float w = sqrt(9.81000041961669921875 * k_len) * _218.uModTime.z;
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float cw = cos(w);
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float sw = sin(w);
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vec2 param_5 = a;
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@ -83,10 +83,10 @@ void generate_heightmap()
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vec2 param_7 = b;
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vec2 param_8 = vec2(cw, sw);
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b = cmul(param_7, param_8);
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b = vec2(b.x, (-b.y));
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vec2 res = (a + b);
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b = vec2(b.x, -b.y);
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vec2 res = a + b;
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vec2 param_9 = res;
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_276.heights[((i.y * N.x) + i.x)] = pack2(param_9);
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_276.heights[(i.y * N.x) + i.x] = pack2(param_9);
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}
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void main()
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@ -6,7 +6,7 @@ layout(binding = 1, rgba8) uniform mediump writeonly image2D uImageOut;
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void main()
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{
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vec4 v = imageLoad(uImageIn, (ivec2(gl_GlobalInvocationID.xy) + imageSize(uImageIn)));
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vec4 v = imageLoad(uImageIn, ivec2(gl_GlobalInvocationID.xy) + imageSize(uImageIn));
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imageStore(uImageOut, ivec2(gl_GlobalInvocationID.xy), v);
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}
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@ -27,23 +27,23 @@ layout(binding = 2, std430) buffer SSBO3
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void baz(out Foo foo)
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{
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uint ident = gl_GlobalInvocationID.x;
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foo.a = indata.data[((4u * ident) + 0u)];
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foo.b = indata.data[((4u * ident) + 1u)];
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foo.c = indata.data[((4u * ident) + 2u)];
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foo.d = indata.data[((4u * ident) + 3u)];
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foo.a = indata.data[(4u * ident) + 0u];
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foo.b = indata.data[(4u * ident) + 1u];
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foo.c = indata.data[(4u * ident) + 2u];
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foo.d = indata.data[(4u * ident) + 3u];
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}
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void meow(inout Foo foo)
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{
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foo.a = (foo.a + vec4(10.0));
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foo.b = (foo.b + vec4(20.0));
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foo.c = (foo.c + vec4(30.0));
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foo.d = (foo.d + vec4(40.0));
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foo.a = foo.a + vec4(10.0);
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foo.b = foo.b + vec4(20.0);
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foo.c = foo.c + vec4(30.0);
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foo.d = foo.d + vec4(40.0);
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}
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vec4 bar(Foo foo)
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{
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return (((foo.a + foo.b) + foo.c) + foo.d);
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return ((foo.a + foo.b) + foo.c) + foo.d;
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}
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void main()
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@ -60,6 +60,6 @@ void main()
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param_3.b = foobar.foos[gl_GlobalInvocationID.x].b;
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param_3.c = foobar.foos[gl_GlobalInvocationID.x].c;
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param_3.d = foobar.foos[gl_GlobalInvocationID.x].d;
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outdata.data[gl_GlobalInvocationID.x] = (bar(param_2) + bar(param_3));
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outdata.data[gl_GlobalInvocationID.x] = bar(param_2) + bar(param_3);
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}
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@ -18,13 +18,13 @@ void main()
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vec4 idat = _24.in_data[ident];
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int k = 0;
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uint i = 0u;
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if ((idat.y == 20.0))
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if (idat.y == 20.0)
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{
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do
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{
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k = (k * 2);
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i = (i + uint(1));
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} while ((i < ident));
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k = k * 2;
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i = i + uint(1);
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} while (i < ident);
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}
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switch (k)
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{
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@ -32,8 +32,8 @@ void main()
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{
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for (;;)
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{
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i = (i + uint(1));
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if ((i > 10u))
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i = i + uint(1);
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if (i > 10u)
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{
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break;
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}
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@ -45,8 +45,8 @@ void main()
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{
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for (;;)
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{
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i = (i + 2u);
|
||||
if ((i > 20u))
|
||||
i = i + 2u;
|
||||
if (i > 20u)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@ -55,51 +55,51 @@ void main()
|
||||
break;
|
||||
}
|
||||
}
|
||||
while ((k < 10))
|
||||
while (k < 10)
|
||||
{
|
||||
idat = (idat * 2.0);
|
||||
k = (k + 1);
|
||||
idat = idat * 2.0;
|
||||
k = k + 1;
|
||||
}
|
||||
uint i_1 = 0u;
|
||||
for (; (i_1 < 16u); i_1 = (i_1 + uint(1)), k = (k + 1))
|
||||
for (; i_1 < 16u; i_1 = i_1 + uint(1), k = k + 1)
|
||||
{
|
||||
uint j = 0u;
|
||||
for (; (j < 30u); j = (j + uint(1)))
|
||||
for (; j < 30u; j = j + uint(1))
|
||||
{
|
||||
idat = (_24.mvp * idat);
|
||||
idat = _24.mvp * idat;
|
||||
}
|
||||
}
|
||||
k = 0;
|
||||
for (;;)
|
||||
{
|
||||
k = (k + 1);
|
||||
if ((k > 10))
|
||||
k = k + 1;
|
||||
if (k > 10)
|
||||
{
|
||||
k = (k + 2);
|
||||
k = k + 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
k = (k + 3);
|
||||
k = k + 3;
|
||||
continue;
|
||||
}
|
||||
k = (k + 10);
|
||||
k = k + 10;
|
||||
continue;
|
||||
}
|
||||
k = 0;
|
||||
do
|
||||
{
|
||||
k = (k + 1);
|
||||
} while ((k > 10));
|
||||
k = k + 1;
|
||||
} while (k > 10);
|
||||
int l = 0;
|
||||
for (;;)
|
||||
{
|
||||
if ((l == 5))
|
||||
if (l == 5)
|
||||
{
|
||||
l = (l + 1);
|
||||
l = l + 1;
|
||||
continue;
|
||||
}
|
||||
idat = (idat + vec4(1.0));
|
||||
l = (l + 1);
|
||||
idat = idat + vec4(1.0);
|
||||
l = l + 1;
|
||||
continue;
|
||||
}
|
||||
_177.out_data[ident] = idat;
|
||||
|
@ -16,9 +16,9 @@ void main()
|
||||
uint ident = gl_GlobalInvocationID.x;
|
||||
vec4 v = mod(_23.in_data[ident], _33.out_data[ident]);
|
||||
_33.out_data[ident] = v;
|
||||
uvec4 vu = (floatBitsToUint(_23.in_data[ident]) % floatBitsToUint(_33.out_data[ident]));
|
||||
uvec4 vu = floatBitsToUint(_23.in_data[ident]) % floatBitsToUint(_33.out_data[ident]);
|
||||
_33.out_data[ident] = uintBitsToFloat(vu);
|
||||
ivec4 vi = (floatBitsToInt(_23.in_data[ident]) % floatBitsToInt(_33.out_data[ident]));
|
||||
ivec4 vi = floatBitsToInt(_23.in_data[ident]) % floatBitsToInt(_33.out_data[ident]);
|
||||
_33.out_data[ident] = intBitsToFloat(vi);
|
||||
}
|
||||
|
||||
|
@ -9,22 +9,22 @@ layout(binding = 1, std430) buffer SSBO2
|
||||
void main()
|
||||
{
|
||||
uint ident = gl_GlobalInvocationID.x;
|
||||
if ((ident == 2u))
|
||||
if (ident == 2u)
|
||||
{
|
||||
_27.out_data[ident] = vec4(20.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((ident == 4u))
|
||||
if (ident == 4u)
|
||||
{
|
||||
_27.out_data[ident] = vec4(10.0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
int i = 0;
|
||||
for (; (i < 20); i = (i + 1))
|
||||
for (; i < 20; i = i + 1)
|
||||
{
|
||||
if ((i == 10))
|
||||
if (i == 10)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -20,6 +20,6 @@ void main()
|
||||
sShared[gl_LocalInvocationIndex] = idata;
|
||||
memoryBarrierShared();
|
||||
barrier();
|
||||
_43.out_data[ident] = sShared[((4u - gl_LocalInvocationIndex) - 1u)];
|
||||
_43.out_data[ident] = sShared[(4u - gl_LocalInvocationIndex) - 1u];
|
||||
}
|
||||
|
||||
|
@ -19,6 +19,6 @@ layout(binding = 0, std430) buffer SSBO
|
||||
void main()
|
||||
{
|
||||
uint ident = gl_GlobalInvocationID.x;
|
||||
_23.out_data[ident].m = (_30.in_data[ident].m * _30.in_data[ident].m);
|
||||
_23.out_data[ident].m = _30.in_data[ident].m * _30.in_data[ident].m;
|
||||
}
|
||||
|
||||
|
@ -22,10 +22,10 @@ void main()
|
||||
int _39 = k;
|
||||
int _40 = _39 + 1;
|
||||
k = _40;
|
||||
if ((_40 < 10))
|
||||
if (_40 < 10)
|
||||
{
|
||||
idat = (idat * 2.0);
|
||||
k = (k + 1);
|
||||
idat = idat * 2.0;
|
||||
k = k + 1;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
@ -34,18 +34,18 @@ void main()
|
||||
}
|
||||
}
|
||||
uint i = 0u;
|
||||
for (; (i < 16u); i = (i + uint(1)), k = (k + 1))
|
||||
for (; i < 16u; i = i + uint(1), k = k + 1)
|
||||
{
|
||||
uint j = 0u;
|
||||
for (; (j < 30u); j = (j + uint(1)))
|
||||
for (; j < 30u; j = j + uint(1))
|
||||
{
|
||||
idat = (_24.mvp * idat);
|
||||
idat = _24.mvp * idat;
|
||||
}
|
||||
}
|
||||
do
|
||||
{
|
||||
k = (k + 1);
|
||||
} while ((k > 10));
|
||||
k = k + 1;
|
||||
} while (k > 10);
|
||||
_89.out_data[ident] = idat;
|
||||
}
|
||||
|
||||
|
@ -44,6 +44,6 @@ void main()
|
||||
s1.a = _55.s1s[gl_GlobalInvocationID.x].a;
|
||||
S0 param = s0;
|
||||
S1 param_1 = s1;
|
||||
_66.outputs[gl_GlobalInvocationID.x] = (overload(param) + overload(param_1));
|
||||
_66.outputs[gl_GlobalInvocationID.x] = overload(param) + overload(param_1);
|
||||
}
|
||||
|
||||
|
@ -13,6 +13,6 @@ layout(binding = 0, std430) buffer SSBO
|
||||
|
||||
void main()
|
||||
{
|
||||
_10.outputs[gl_GlobalInvocationID.x] = (_23.inputs[gl_GlobalInvocationID.x] / 29u);
|
||||
_10.outputs[gl_GlobalInvocationID.x] = _23.inputs[gl_GlobalInvocationID.x] / 29u;
|
||||
}
|
||||
|
||||
|
@ -37,8 +37,8 @@ layout(binding = 3, std140) buffer SSBO3
|
||||
|
||||
void main()
|
||||
{
|
||||
ssbo_0.a = (ssbo_0.a + dvec4(10.0lf, 20.0lf, 30.0lf, 40.0lf));
|
||||
ssbo_0.a = (ssbo_0.a + dvec4(20.0lf));
|
||||
ssbo_0.a = ssbo_0.a + dvec4(10.0lf, 20.0lf, 30.0lf, 40.0lf);
|
||||
ssbo_0.a = ssbo_0.a + dvec4(20.0lf);
|
||||
dvec4 a = ssbo_0.a;
|
||||
dmat4 amat = ssbo_0.b;
|
||||
ssbo_0.a = abs(a);
|
||||
@ -68,7 +68,7 @@ void main()
|
||||
a = faceforward(a, a, a);
|
||||
a = reflect(a, a);
|
||||
a = refract(a, a, a.x);
|
||||
dmat4 l = dmat4((amat[0] * amat[0]), (amat[1] * amat[1]), (amat[2] * amat[2]), (amat[3] * amat[3]));
|
||||
dmat4 l = dmat4(amat[0] * amat[0], amat[1] * amat[1], amat[2] * amat[2], amat[3] * amat[3]);
|
||||
l = outerProduct(a, a);
|
||||
l = transpose(l);
|
||||
double m = determinant(l);
|
||||
@ -77,8 +77,8 @@ void main()
|
||||
k = lessThanEqual(a, a);
|
||||
k = greaterThan(a, a);
|
||||
k = greaterThanEqual(a, a);
|
||||
ssbo_1.b.x = (ssbo_1.b.x + 1.0lf);
|
||||
ssbo_2.b[0].x = (ssbo_2.b[0].x + 1.0lf);
|
||||
ssbo_3.b[0].x = (ssbo_3.b[0].x + 1.0lf);
|
||||
ssbo_1.b.x = ssbo_1.b.x + 1.0lf;
|
||||
ssbo_2.b[0].x = ssbo_2.b[0].x + 1.0lf;
|
||||
ssbo_3.b[0].x = ssbo_3.b[0].x + 1.0lf;
|
||||
}
|
||||
|
||||
|
@ -36,17 +36,17 @@ layout(binding = 3, std140) buffer SSBO3
|
||||
|
||||
void main()
|
||||
{
|
||||
ssbo_0.a = (ssbo_0.a + i64vec4(10l, 20l, 30l, 40l));
|
||||
ssbo_1.b = (ssbo_1.b + u64vec4(999999999999999999ul, 8888888888888888ul, 77777777777777777ul, 6666666666666666ul));
|
||||
ssbo_0.a = (ssbo_0.a + i64vec4(20l));
|
||||
ssbo_0.a = abs((ssbo_0.a + i64vec4(ssbo_1.b)));
|
||||
ssbo_0.a = (ssbo_0.a + i64vec4(1l));
|
||||
ssbo_1.b = (ssbo_1.b + u64vec4(i64vec4(1l)));
|
||||
ssbo_0.a = (ssbo_0.a - i64vec4(1l));
|
||||
ssbo_1.b = (ssbo_1.b - u64vec4(i64vec4(1l)));
|
||||
ssbo_0.a = ssbo_0.a + i64vec4(10l, 20l, 30l, 40l);
|
||||
ssbo_1.b = ssbo_1.b + u64vec4(999999999999999999ul, 8888888888888888ul, 77777777777777777ul, 6666666666666666ul);
|
||||
ssbo_0.a = ssbo_0.a + i64vec4(20l);
|
||||
ssbo_0.a = abs(ssbo_0.a + i64vec4(ssbo_1.b));
|
||||
ssbo_0.a = ssbo_0.a + i64vec4(1l);
|
||||
ssbo_1.b = ssbo_1.b + u64vec4(i64vec4(1l));
|
||||
ssbo_0.a = ssbo_0.a - i64vec4(1l);
|
||||
ssbo_1.b = ssbo_1.b - u64vec4(i64vec4(1l));
|
||||
ssbo_1.b = doubleBitsToUint64(int64BitsToDouble(ssbo_0.a));
|
||||
ssbo_0.a = doubleBitsToInt64(uint64BitsToDouble(ssbo_1.b));
|
||||
ssbo_2.a[0] = (ssbo_2.a[0] + 1l);
|
||||
ssbo_3.a[0] = (ssbo_3.a[0] + 2l);
|
||||
ssbo_2.a[0] = ssbo_2.a[0] + 1l;
|
||||
ssbo_3.a[0] = ssbo_3.a[0] + 2l;
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,6 @@ layout(location = 7) in sample float i;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (((((((vec4(vin.f) + vin.g) + vec4(float(vin.h))) + vec4(vin.i)) + vec4(f)) + g) + vec4(float(h))) + vec4(i));
|
||||
FragColor = ((((((vec4(vin.f) + vin.g) + vec4(float(vin.h))) + vec4(vin.i)) + vec4(f)) + g) + vec4(float(h))) + vec4(i);
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(float((((textureSamples(uSampler) + textureSamples(uSamplerArray)) + imageSamples(uImage)) + imageSamples(uImageArray))));
|
||||
FragColor = vec4(float(((textureSamples(uSampler) + textureSamples(uSamplerArray)) + imageSamples(uImage)) + imageSamples(uImageArray)));
|
||||
}
|
||||
|
||||
|
@ -10,6 +10,6 @@ in vec2 vTex;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (vColor * texture(uTex, vTex));
|
||||
FragColor = vColor * texture(uTex, vTex);
|
||||
}
|
||||
|
||||
|
@ -10,6 +10,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
void main()
|
||||
{
|
||||
float f = texture(Texture, vTexCoord).x;
|
||||
FragColor = vec4((f * f));
|
||||
FragColor = vec4(f * f);
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,7 @@ layout(location = 0) in mediump flat int index;
|
||||
|
||||
vec4 resolve(Foobar f)
|
||||
{
|
||||
return vec4((f.a + f.b));
|
||||
return vec4(f.a + f.b);
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -23,6 +23,6 @@ void main()
|
||||
Foobar param = Foobar(10.0, 20.0);
|
||||
Foobar indexable_2[2] = Foobar[](Foobar(10.0, 40.0), Foobar(90.0, 70.0));
|
||||
Foobar param_1 = indexable_2[index];
|
||||
FragColor = (((indexable[index] + indexable_1[index][(index + 1)]) + resolve(param)) + resolve(param_1));
|
||||
FragColor = ((indexable[index] + (indexable_1[index][index + 1])) + resolve(param)) + resolve(param_1);
|
||||
}
|
||||
|
||||
|
@ -29,16 +29,16 @@ float saturate(float x)
|
||||
void Resolve(vec3 Albedo, vec3 Normal, float Roughness, float Metallic)
|
||||
{
|
||||
LightingOut = vec4(0.0);
|
||||
NormalOut = vec4(((Normal * 0.5) + vec3(0.5)), 0.0);
|
||||
NormalOut = vec4((Normal * 0.5) + vec3(0.5), 0.0);
|
||||
SpecularOut = vec4(Roughness, Metallic, 0.0, 0.0);
|
||||
AlbedoOut = vec4(Albedo, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 Normal = ((texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0));
|
||||
vec3 Normal = (texture(TexNormalmap, TexCoord).xyz * 2.0) - vec3(1.0);
|
||||
Normal = normalize(Normal);
|
||||
highp float param = (length(EyeVec) / 1000.0);
|
||||
highp float param = length(EyeVec) / 1000.0;
|
||||
vec2 scatter_uv;
|
||||
scatter_uv.x = saturate(param);
|
||||
vec3 nEye = normalize(EyeVec);
|
||||
@ -47,12 +47,12 @@ void main()
|
||||
vec3 grass = vec3(0.100000001490116119384765625, 0.300000011920928955078125, 0.100000001490116119384765625);
|
||||
vec3 dirt = vec3(0.100000001490116119384765625);
|
||||
vec3 snow = vec3(0.800000011920928955078125);
|
||||
float grass_snow = smoothstep(0.0, 0.1500000059604644775390625, ((_56.g_CamPos.y + EyeVec.y) / 200.0));
|
||||
float grass_snow = smoothstep(0.0, 0.1500000059604644775390625, (_56.g_CamPos.y + EyeVec.y) / 200.0);
|
||||
vec3 base = mix(grass, snow, vec3(grass_snow));
|
||||
float edge = smoothstep(0.699999988079071044921875, 0.75, Normal.y);
|
||||
Color = mix(dirt, base, vec3(edge));
|
||||
Color = (Color * Color);
|
||||
float Roughness = (1.0 - (edge * grass_snow));
|
||||
Color = Color * Color;
|
||||
float Roughness = 1.0 - (edge * grass_snow);
|
||||
highp vec3 param_1 = Color;
|
||||
highp vec3 param_2 = Normal;
|
||||
highp float param_3 = Roughness;
|
||||
|
@ -13,9 +13,9 @@ in vec4 PLSIn3;
|
||||
|
||||
void main()
|
||||
{
|
||||
PLSOut0 = (PLSIn0 * 2.0);
|
||||
PLSOut1 = (PLSIn1 * 6.0);
|
||||
PLSOut2 = (PLSIn2 * 7.0);
|
||||
PLSOut3 = (PLSIn3 * 4.0);
|
||||
PLSOut0 = PLSIn0 * 2.0;
|
||||
PLSOut1 = PLSIn1 * 6.0;
|
||||
PLSOut2 = PLSIn2 * 7.0;
|
||||
PLSOut3 = PLSIn3 * 4.0;
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
void main()
|
||||
{
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
FragColor = (((texelFetch(uSampler, coord, 0) + texelFetch(uSampler, coord, 1)) + texelFetch(uSampler, coord, 2)) + texelFetch(uSampler, coord, 3));
|
||||
FragColor = ((texelFetch(uSampler, coord, 0) + texelFetch(uSampler, coord, 1)) + texelFetch(uSampler, coord, 2)) + texelFetch(uSampler, coord, 3);
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,6 @@ vec4 sample_texture(mediump sampler2D tex, vec2 uv)
|
||||
void main()
|
||||
{
|
||||
highp vec2 param = vTex;
|
||||
FragColor = (vColor * sample_texture(uTex, param));
|
||||
FragColor = vColor * sample_texture(uTex, param);
|
||||
}
|
||||
|
||||
|
@ -12,9 +12,9 @@ void main()
|
||||
{
|
||||
FragColor = vec4(texture(samp, vUV).xyz, 1.0);
|
||||
FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0);
|
||||
FragColor = vec4(texture(samp, vUV).xx, texture(samp, (vUV + vec2(0.100000001490116119384765625))).yy);
|
||||
FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.100000001490116119384765625)).yy);
|
||||
FragColor = vec4(vNormal, 1.0);
|
||||
FragColor = vec4((vNormal + vec3(1.7999999523162841796875)), 1.0);
|
||||
FragColor = vec4(vUV, (vUV + vec2(1.7999999523162841796875)));
|
||||
FragColor = vec4(vNormal + vec3(1.7999999523162841796875), 1.0);
|
||||
FragColor = vec4(vUV, vUV + vec2(1.7999999523162841796875));
|
||||
}
|
||||
|
||||
|
@ -21,6 +21,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (ubo1.foo.foo[0] + ubo0.foo.foo[0]);
|
||||
FragColor = ubo1.foo.foo[0] + ubo0.foo.foo[0];
|
||||
}
|
||||
|
||||
|
@ -13,13 +13,13 @@ in VertexData
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_in[0].gl_Position;
|
||||
vNormal = (vin[0].normal + vec3(float(gl_InvocationID)));
|
||||
vNormal = vin[0].normal + vec3(float(gl_InvocationID));
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[1].gl_Position;
|
||||
vNormal = (vin[1].normal + vec3((4.0 * float(gl_InvocationID))));
|
||||
vNormal = vin[1].normal + vec3(4.0 * float(gl_InvocationID));
|
||||
EmitVertex();
|
||||
gl_Position = gl_in[2].gl_Position;
|
||||
vNormal = (vin[2].normal + vec3((2.0 * float(gl_InvocationID))));
|
||||
vNormal = vin[2].normal + vec3(2.0 * float(gl_InvocationID));
|
||||
EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
|
@ -18,66 +18,66 @@ in vec2 vPatchPosBase[32];
|
||||
|
||||
bool frustum_cull(vec2 p0)
|
||||
{
|
||||
vec2 min_xz = ((p0 - vec2(10.0)) * _41.uScale.xy);
|
||||
vec2 max_xz = (((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy);
|
||||
vec2 min_xz = (p0 - vec2(10.0)) * _41.uScale.xy;
|
||||
vec2 max_xz = ((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy;
|
||||
vec3 bb_min = vec3(min_xz.x, -10.0, min_xz.y);
|
||||
vec3 bb_max = vec3(max_xz.x, 10.0, max_xz.y);
|
||||
vec3 center = ((bb_min + bb_max) * 0.5);
|
||||
float radius = (0.5 * length((bb_max - bb_min)));
|
||||
vec3 center = (bb_min + bb_max) * 0.5;
|
||||
float radius = 0.5 * length(bb_max - bb_min);
|
||||
vec3 f0 = vec3(dot(_41.uFrustum[0], vec4(center, 1.0)), dot(_41.uFrustum[1], vec4(center, 1.0)), dot(_41.uFrustum[2], vec4(center, 1.0)));
|
||||
vec3 f1 = vec3(dot(_41.uFrustum[3], vec4(center, 1.0)), dot(_41.uFrustum[4], vec4(center, 1.0)), dot(_41.uFrustum[5], vec4(center, 1.0)));
|
||||
vec3 _199 = f0;
|
||||
bool _205 = any(lessThanEqual(_199, vec3((-radius))));
|
||||
bool _205 = any(lessThanEqual(_199, vec3(-radius)));
|
||||
bool _215;
|
||||
if ((!_205))
|
||||
if (!_205)
|
||||
{
|
||||
_215 = any(lessThanEqual(f1, vec3((-radius))));
|
||||
_215 = any(lessThanEqual(f1, vec3(-radius)));
|
||||
}
|
||||
else
|
||||
{
|
||||
_215 = _205;
|
||||
}
|
||||
return (!_215);
|
||||
return !_215;
|
||||
}
|
||||
|
||||
float lod_factor(vec2 pos_)
|
||||
{
|
||||
vec2 pos = (pos_ * _41.uScale.xy);
|
||||
vec3 dist_to_cam = (_41.uCamPos - vec3(pos.x, 0.0, pos.y));
|
||||
float level = log2(((length(dist_to_cam) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod));
|
||||
vec2 pos = pos_ * _41.uScale.xy;
|
||||
vec3 dist_to_cam = _41.uCamPos - vec3(pos.x, 0.0, pos.y);
|
||||
float level = log2((length(dist_to_cam) + 9.9999997473787516355514526367188e-05) * _41.uDistanceMod);
|
||||
return clamp(level, 0.0, _41.uMaxTessLevel.x);
|
||||
}
|
||||
|
||||
vec4 tess_level(vec4 lod)
|
||||
{
|
||||
return (exp2((-lod)) * _41.uMaxTessLevel.y);
|
||||
return exp2(-lod) * _41.uMaxTessLevel.y;
|
||||
}
|
||||
|
||||
float tess_level(float lod)
|
||||
{
|
||||
return (_41.uMaxTessLevel.y * exp2((-lod)));
|
||||
return _41.uMaxTessLevel.y * exp2(-lod);
|
||||
}
|
||||
|
||||
void compute_tess_levels(vec2 p0)
|
||||
{
|
||||
vOutPatchPosBase = p0;
|
||||
vec2 param = (p0 + (vec2(-0.5) * _41.uPatchSize));
|
||||
vec2 param = p0 + (vec2(-0.5) * _41.uPatchSize);
|
||||
float l00 = lod_factor(param);
|
||||
vec2 param_1 = (p0 + (vec2(0.5, -0.5) * _41.uPatchSize));
|
||||
vec2 param_1 = p0 + (vec2(0.5, -0.5) * _41.uPatchSize);
|
||||
float l10 = lod_factor(param_1);
|
||||
vec2 param_2 = (p0 + (vec2(1.5, -0.5) * _41.uPatchSize));
|
||||
vec2 param_2 = p0 + (vec2(1.5, -0.5) * _41.uPatchSize);
|
||||
float l20 = lod_factor(param_2);
|
||||
vec2 param_3 = (p0 + (vec2(-0.5, 0.5) * _41.uPatchSize));
|
||||
vec2 param_3 = p0 + (vec2(-0.5, 0.5) * _41.uPatchSize);
|
||||
float l01 = lod_factor(param_3);
|
||||
vec2 param_4 = (p0 + (vec2(0.5) * _41.uPatchSize));
|
||||
vec2 param_4 = p0 + (vec2(0.5) * _41.uPatchSize);
|
||||
float l11 = lod_factor(param_4);
|
||||
vec2 param_5 = (p0 + (vec2(1.5, 0.5) * _41.uPatchSize));
|
||||
vec2 param_5 = p0 + (vec2(1.5, 0.5) * _41.uPatchSize);
|
||||
float l21 = lod_factor(param_5);
|
||||
vec2 param_6 = (p0 + (vec2(-0.5, 1.5) * _41.uPatchSize));
|
||||
vec2 param_6 = p0 + (vec2(-0.5, 1.5) * _41.uPatchSize);
|
||||
float l02 = lod_factor(param_6);
|
||||
vec2 param_7 = (p0 + (vec2(0.5, 1.5) * _41.uPatchSize));
|
||||
vec2 param_7 = p0 + (vec2(0.5, 1.5) * _41.uPatchSize);
|
||||
float l12 = lod_factor(param_7);
|
||||
vec2 param_8 = (p0 + (vec2(1.5) * _41.uPatchSize));
|
||||
vec2 param_8 = p0 + (vec2(1.5) * _41.uPatchSize);
|
||||
float l22 = lod_factor(param_8);
|
||||
vec4 lods = vec4(dot(vec4(l01, l11, l02, l12), vec4(0.25)), dot(vec4(l00, l10, l01, l11), vec4(0.25)), dot(vec4(l10, l20, l11, l21), vec4(0.25)), dot(vec4(l11, l21, l12, l22), vec4(0.25)));
|
||||
vPatchLods = lods;
|
||||
@ -99,7 +99,7 @@ void main()
|
||||
{
|
||||
vec2 p0 = vPatchPosBase[0];
|
||||
vec2 param = p0;
|
||||
if ((!frustum_cull(param)))
|
||||
if (!frustum_cull(param))
|
||||
{
|
||||
gl_TessLevelOuter[0] = -1.0;
|
||||
gl_TessLevelOuter[1] = -1.0;
|
||||
|
@ -21,7 +21,7 @@ out vec3 vWorld;
|
||||
|
||||
vec2 lerp_vertex(vec2 tess_coord)
|
||||
{
|
||||
return (vOutPatchPosBase + (tess_coord * _31.uPatchSize));
|
||||
return vOutPatchPosBase + (tess_coord * _31.uPatchSize);
|
||||
}
|
||||
|
||||
mediump vec2 lod_factor(vec2 tess_coord)
|
||||
@ -29,13 +29,13 @@ mediump vec2 lod_factor(vec2 tess_coord)
|
||||
mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, vec2(tess_coord.x));
|
||||
mediump float level = mix(x.x, x.y, tess_coord.y);
|
||||
mediump float floor_level = floor(level);
|
||||
mediump float fract_level = (level - floor_level);
|
||||
mediump float fract_level = level - floor_level;
|
||||
return vec2(floor_level, fract_level);
|
||||
}
|
||||
|
||||
mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
|
||||
{
|
||||
return mix(textureLod(uHeightmapDisplacement, (uv + (off * 0.5)), lod.x).xyz, textureLod(uHeightmapDisplacement, (uv + (off * 1.0)), (lod.x + 1.0)).xyz, vec3(lod.y));
|
||||
return mix(textureLod(uHeightmapDisplacement, uv + (off * 0.5), lod.x).xyz, textureLod(uHeightmapDisplacement, uv + (off * 1.0), lod.x + 1.0).xyz, vec3(lod.y));
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -45,17 +45,17 @@ void main()
|
||||
vec2 pos = lerp_vertex(param);
|
||||
vec2 param_1 = tess_coord;
|
||||
mediump vec2 lod = lod_factor(param_1);
|
||||
vec2 tex = (pos * _31.uInvHeightmapSize);
|
||||
pos = (pos * _31.uScale.xy);
|
||||
vec2 tex = pos * _31.uInvHeightmapSize;
|
||||
pos = pos * _31.uScale.xy;
|
||||
mediump float delta_mod = exp2(lod.x);
|
||||
vec2 off = (_31.uInvHeightmapSize * delta_mod);
|
||||
vGradNormalTex = vec4((tex + (_31.uInvHeightmapSize * 0.5)), (tex * _31.uScale.zw));
|
||||
vec2 off = _31.uInvHeightmapSize * delta_mod;
|
||||
vGradNormalTex = vec4(tex + (_31.uInvHeightmapSize * 0.5), tex * _31.uScale.zw);
|
||||
vec2 param_2 = tex;
|
||||
vec2 param_3 = off;
|
||||
vec2 param_4 = lod;
|
||||
vec3 height_displacement = sample_height_displacement(param_2, param_3, param_4);
|
||||
pos = (pos + height_displacement.yz);
|
||||
pos = pos + height_displacement.yz;
|
||||
vWorld = vec3(pos.x, height_displacement.x, pos.y);
|
||||
gl_Position = (_31.uMVP * vec4(vWorld, 1.0));
|
||||
gl_Position = _31.uMVP * vec4(vWorld, 1.0);
|
||||
}
|
||||
|
||||
|
@ -11,7 +11,7 @@ in vec3 aNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (_16.uMVP * aVertex);
|
||||
gl_Position = _16.uMVP * aVertex;
|
||||
vNormal = aNormal;
|
||||
}
|
||||
|
||||
|
@ -54,12 +54,12 @@ vec2 warp_position()
|
||||
float vlod = dot(LODWeights, _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs);
|
||||
vlod = mix(vlod, _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w, all(equal(LODWeights, vec4(0.0))));
|
||||
float floor_lod = floor(vlod);
|
||||
float fract_lod = (vlod - floor_lod);
|
||||
float fract_lod = vlod - floor_lod;
|
||||
uint ufloor_lod = uint(floor_lod);
|
||||
uvec2 uPosition = uvec2(Position);
|
||||
uvec2 mask = ((uvec2(1u) << uvec2(ufloor_lod, (ufloor_lod + 1u))) - uvec2(1u));
|
||||
uvec2 mask = (uvec2(1u) << uvec2(ufloor_lod, ufloor_lod + 1u)) - uvec2(1u);
|
||||
uint _332;
|
||||
if ((uPosition.x < 32u))
|
||||
if (uPosition.x < 32u)
|
||||
{
|
||||
_332 = mask.x;
|
||||
}
|
||||
@ -69,7 +69,7 @@ vec2 warp_position()
|
||||
}
|
||||
uint _342 = _332;
|
||||
uint _343;
|
||||
if ((uPosition.y < 32u))
|
||||
if (uPosition.y < 32u)
|
||||
{
|
||||
_343 = mask.y;
|
||||
}
|
||||
@ -78,33 +78,33 @@ vec2 warp_position()
|
||||
_343 = 0u;
|
||||
}
|
||||
uvec2 rounding = uvec2(_342, _343);
|
||||
vec4 lower_upper_snapped = vec4(((uPosition + rounding).xyxy & (~mask).xxyy));
|
||||
vec4 lower_upper_snapped = vec4((uPosition + rounding).xyxy & ~mask.xxyy);
|
||||
return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, vec2(fract_lod));
|
||||
}
|
||||
|
||||
vec2 lod_factor(vec2 uv)
|
||||
{
|
||||
float level = (textureLod(TexLOD, uv, 0.0).x * 7.96875);
|
||||
float level = textureLod(TexLOD, uv, 0.0).x * 7.96875;
|
||||
float floor_level = floor(level);
|
||||
float fract_level = (level - floor_level);
|
||||
float fract_level = level - floor_level;
|
||||
return vec2(floor_level, fract_level);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 PatchPos = (_284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _381.InvGroundSize_PatchScale.zw);
|
||||
vec2 PatchPos = _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _381.InvGroundSize_PatchScale.zw;
|
||||
vec2 WarpedPos = warp_position();
|
||||
vec2 VertexPos = (PatchPos + WarpedPos);
|
||||
vec2 NormalizedPos = (VertexPos * _381.InvGroundSize_PatchScale.xy);
|
||||
vec2 VertexPos = PatchPos + WarpedPos;
|
||||
vec2 NormalizedPos = VertexPos * _381.InvGroundSize_PatchScale.xy;
|
||||
vec2 param = NormalizedPos;
|
||||
vec2 lod = lod_factor(param);
|
||||
vec2 Offset = (_381.InvGroundSize_PatchScale.xy * exp2(lod.x));
|
||||
float Elevation = mix(textureLod(TexHeightmap, (NormalizedPos + (Offset * 0.5)), lod.x).x, textureLod(TexHeightmap, (NormalizedPos + (Offset * 1.0)), (lod.x + 1.0)).x, lod.y);
|
||||
vec2 Offset = _381.InvGroundSize_PatchScale.xy * exp2(lod.x);
|
||||
float Elevation = mix(textureLod(TexHeightmap, NormalizedPos + (Offset * 0.5), lod.x).x, textureLod(TexHeightmap, NormalizedPos + (Offset * 1.0), lod.x + 1.0).x, lod.y);
|
||||
vec3 WorldPos = vec3(NormalizedPos.x, Elevation, NormalizedPos.y);
|
||||
WorldPos = (WorldPos * _381.GroundScale.xyz);
|
||||
WorldPos = (WorldPos + _381.GroundPosition.xyz);
|
||||
EyeVec = (WorldPos - _58.g_CamPos.xyz);
|
||||
TexCoord = (NormalizedPos + (_381.InvGroundSize_PatchScale.xy * 0.5));
|
||||
gl_Position = ((((_58.g_ViewProj_Row0 * WorldPos.x) + (_58.g_ViewProj_Row1 * WorldPos.y)) + (_58.g_ViewProj_Row2 * WorldPos.z)) + _58.g_ViewProj_Row3);
|
||||
WorldPos = WorldPos * _381.GroundScale.xyz;
|
||||
WorldPos = WorldPos + _381.GroundPosition.xyz;
|
||||
EyeVec = WorldPos - _58.g_CamPos.xyz;
|
||||
TexCoord = NormalizedPos + (_381.InvGroundSize_PatchScale.xy * 0.5);
|
||||
gl_Position = (((_58.g_ViewProj_Row0 * WorldPos.x) + (_58.g_ViewProj_Row1 * WorldPos.y)) + (_58.g_ViewProj_Row2 * WorldPos.z)) + _58.g_ViewProj_Row3;
|
||||
}
|
||||
|
||||
|
@ -55,12 +55,12 @@ vec2 warp_position()
|
||||
float vlod = dot(LODWeights, _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].LODs);
|
||||
vlod = mix(vlod, _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.w, all(equal(LODWeights, vec4(0.0))));
|
||||
float floor_lod = floor(vlod);
|
||||
float fract_lod = (vlod - floor_lod);
|
||||
float fract_lod = vlod - floor_lod;
|
||||
uint ufloor_lod = uint(floor_lod);
|
||||
uvec4 uPosition = uvec4(Position);
|
||||
uvec2 mask = ((uvec2(1u) << uvec2(ufloor_lod, (ufloor_lod + 1u))) - uvec2(1u));
|
||||
uvec2 mask = (uvec2(1u) << uvec2(ufloor_lod, ufloor_lod + 1u)) - uvec2(1u);
|
||||
uint _333;
|
||||
if ((uPosition.x < 32u))
|
||||
if (uPosition.x < 32u)
|
||||
{
|
||||
_333 = mask.x;
|
||||
}
|
||||
@ -71,7 +71,7 @@ vec2 warp_position()
|
||||
uvec4 rounding;
|
||||
rounding.x = _333;
|
||||
uint _345;
|
||||
if ((uPosition.y < 32u))
|
||||
if (uPosition.y < 32u)
|
||||
{
|
||||
_345 = mask.x;
|
||||
}
|
||||
@ -81,7 +81,7 @@ vec2 warp_position()
|
||||
}
|
||||
rounding.y = _345;
|
||||
uint _356;
|
||||
if ((uPosition.x < 32u))
|
||||
if (uPosition.x < 32u)
|
||||
{
|
||||
_356 = mask.y;
|
||||
}
|
||||
@ -91,7 +91,7 @@ vec2 warp_position()
|
||||
}
|
||||
rounding.z = _356;
|
||||
uint _368;
|
||||
if ((uPosition.y < 32u))
|
||||
if (uPosition.y < 32u)
|
||||
{
|
||||
_368 = mask.y;
|
||||
}
|
||||
@ -100,34 +100,34 @@ vec2 warp_position()
|
||||
_368 = 0u;
|
||||
}
|
||||
rounding.w = _368;
|
||||
vec4 lower_upper_snapped = vec4(((uPosition.xyxy + rounding) & (~mask).xxyy));
|
||||
vec4 lower_upper_snapped = vec4((uPosition.xyxy + rounding) & ~mask.xxyy);
|
||||
return mix(lower_upper_snapped.xy, lower_upper_snapped.zw, vec2(fract_lod));
|
||||
}
|
||||
|
||||
vec2 lod_factor(vec2 uv)
|
||||
{
|
||||
float level = (textureLod(TexLOD, uv, 0.0).x * 7.96875);
|
||||
float level = textureLod(TexLOD, uv, 0.0).x * 7.96875;
|
||||
float floor_level = floor(level);
|
||||
float fract_level = (level - floor_level);
|
||||
float fract_level = level - floor_level;
|
||||
return vec2(floor_level, fract_level);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 PatchPos = (_284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _405.InvOceanSize_PatchScale.zw);
|
||||
vec2 PatchPos = _284.Patches[(gl_InstanceID + SPIRV_Cross_BaseInstance)].Position.xz * _405.InvOceanSize_PatchScale.zw;
|
||||
vec2 WarpedPos = warp_position();
|
||||
vec2 VertexPos = (PatchPos + WarpedPos);
|
||||
vec2 NormalizedPos = (VertexPos * _405.InvOceanSize_PatchScale.xy);
|
||||
vec2 NormalizedTex = (NormalizedPos * _405.NormalTexCoordScale.zw);
|
||||
vec2 VertexPos = PatchPos + WarpedPos;
|
||||
vec2 NormalizedPos = VertexPos * _405.InvOceanSize_PatchScale.xy;
|
||||
vec2 NormalizedTex = NormalizedPos * _405.NormalTexCoordScale.zw;
|
||||
vec2 param = NormalizedPos;
|
||||
vec2 lod = lod_factor(param);
|
||||
vec2 Offset = ((_405.InvOceanSize_PatchScale.xy * exp2(lod.x)) * _405.NormalTexCoordScale.zw);
|
||||
vec3 Displacement = mix(textureLod(TexDisplacement, (NormalizedTex + (Offset * 0.5)), lod.x).yxz, textureLod(TexDisplacement, (NormalizedTex + (Offset * 1.0)), (lod.x + 1.0)).yxz, vec3(lod.y));
|
||||
vec3 WorldPos = (vec3(NormalizedPos.x, 0.0, NormalizedPos.y) + Displacement);
|
||||
WorldPos = (WorldPos * _405.OceanScale.xyz);
|
||||
WorldPos = (WorldPos + _405.OceanPosition.xyz);
|
||||
EyeVec = (WorldPos - _58.g_CamPos.xyz);
|
||||
TexCoord = (vec4(NormalizedTex, (NormalizedTex * _405.NormalTexCoordScale.xy)) + ((_405.InvOceanSize_PatchScale.xyxy * 0.5) * _405.NormalTexCoordScale.zwzw));
|
||||
gl_Position = ((((_58.g_ViewProj_Row0 * WorldPos.x) + (_58.g_ViewProj_Row1 * WorldPos.y)) + (_58.g_ViewProj_Row2 * WorldPos.z)) + _58.g_ViewProj_Row3);
|
||||
vec2 Offset = (_405.InvOceanSize_PatchScale.xy * exp2(lod.x)) * _405.NormalTexCoordScale.zw;
|
||||
vec3 Displacement = mix(textureLod(TexDisplacement, NormalizedTex + (Offset * 0.5), lod.x).yxz, textureLod(TexDisplacement, NormalizedTex + (Offset * 1.0), lod.x + 1.0).yxz, vec3(lod.y));
|
||||
vec3 WorldPos = vec3(NormalizedPos.x, 0.0, NormalizedPos.y) + Displacement;
|
||||
WorldPos = WorldPos * _405.OceanScale.xyz;
|
||||
WorldPos = WorldPos + _405.OceanPosition.xyz;
|
||||
EyeVec = WorldPos - _58.g_CamPos.xyz;
|
||||
TexCoord = vec4(NormalizedTex, NormalizedTex * _405.NormalTexCoordScale.xy) + ((_405.InvOceanSize_PatchScale.xyxy * 0.5) * _405.NormalTexCoordScale.zwzw);
|
||||
gl_Position = (((_58.g_ViewProj_Row0 * WorldPos.x) + (_58.g_ViewProj_Row1 * WorldPos.y)) + (_58.g_ViewProj_Row2 * WorldPos.z)) + _58.g_ViewProj_Row3;
|
||||
}
|
||||
|
||||
|
@ -6,6 +6,6 @@ layout(binding = 5, rgba32f) uniform highp readonly imageBuffer uSampo;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (texelFetch(uSamp, 10) + imageLoad(uSampo, 100));
|
||||
gl_Position = texelFetch(uSamp, 10) + imageLoad(uSampo, 100);
|
||||
}
|
||||
|
||||
|
@ -11,7 +11,7 @@ in vec3 aNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (_16.mvp * aVertex);
|
||||
gl_Position = _16.mvp * aVertex;
|
||||
vNormal = aNormal;
|
||||
}
|
||||
|
||||
|
@ -19,21 +19,21 @@ vec4 sample_duals()
|
||||
{
|
||||
vec4 a = sample_dual(SPIRV_Cross_CombineduTexture0uSampler0);
|
||||
vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1uSampler1);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
vec4 sample_global_tex(mediump sampler2D SPIRV_Cross_CombineduTexture0samp, mediump sampler2D SPIRV_Cross_CombineduTexture1samp)
|
||||
{
|
||||
vec4 a = texture(SPIRV_Cross_CombineduTexture0samp, vTex);
|
||||
vec4 b = sample_dual(SPIRV_Cross_CombineduTexture1samp);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
vec4 sample_global_sampler(mediump sampler2D SPIRV_Cross_CombinedtexuSampler0, mediump sampler2D SPIRV_Cross_CombinedtexuSampler1)
|
||||
{
|
||||
vec4 a = texture(SPIRV_Cross_CombinedtexuSampler0, vTex);
|
||||
vec4 b = sample_dual(SPIRV_Cross_CombinedtexuSampler1);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -43,6 +43,6 @@ void main()
|
||||
vec4 c2 = sample_global_tex(SPIRV_Cross_CombineduTexture0uSampler1, SPIRV_Cross_CombineduTexture1uSampler1);
|
||||
vec4 c3 = sample_global_sampler(SPIRV_Cross_CombineduTexture0uSampler0, SPIRV_Cross_CombineduTexture0uSampler1);
|
||||
vec4 c4 = sample_global_sampler(SPIRV_Cross_CombineduTexture1uSampler0, SPIRV_Cross_CombineduTexture1uSampler1);
|
||||
FragColor = ((((c0 + c1) + c2) + c3) + c4);
|
||||
FragColor = (((c0 + c1) + c2) + c3) + c4;
|
||||
}
|
||||
|
||||
|
@ -19,21 +19,21 @@ vec4 sample_duals()
|
||||
{
|
||||
vec4 a = sample_dual(uSampler0, uTexture0);
|
||||
vec4 b = sample_dual(uSampler1, uTexture1);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
vec4 sample_global_tex(mediump sampler samp)
|
||||
{
|
||||
vec4 a = texture(sampler2D(uTexture0, samp), vTex);
|
||||
vec4 b = sample_dual(samp, uTexture1);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
vec4 sample_global_sampler(mediump texture2D tex)
|
||||
{
|
||||
vec4 a = texture(sampler2D(tex, uSampler0), vTex);
|
||||
vec4 b = sample_dual(uSampler1, tex);
|
||||
return (a + b);
|
||||
return a + b;
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -43,6 +43,6 @@ void main()
|
||||
vec4 c2 = sample_global_tex(uSampler1);
|
||||
vec4 c3 = sample_global_sampler(uTexture0);
|
||||
vec4 c4 = sample_global_sampler(uTexture1);
|
||||
FragColor = ((((c0 + c1) + c2) + c3) + c4);
|
||||
FragColor = (((c0 + c1) + c2) + c3) + c4;
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 1) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 2));
|
||||
FragColor = texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 1) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 2);
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (subpassLoad(uSubpass0, 1) + subpassLoad(uSubpass1, 2));
|
||||
FragColor = subpassLoad(uSubpass0, 1) + subpassLoad(uSubpass1, 2);
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 0) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 0));
|
||||
FragColor = texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 0) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 0);
|
||||
}
|
||||
|
||||
|
@ -9,6 +9,6 @@ layout(location = 0) out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = (subpassLoad(uSubpass0) + subpassLoad(uSubpass1));
|
||||
FragColor = subpassLoad(uSubpass0) + subpassLoad(uSubpass1);
|
||||
}
|
||||
|
||||
|
@ -15,6 +15,6 @@ layout(location = 0) in vec4 vColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = ((vColor + push.value0) + push.value1);
|
||||
FragColor = (vColor + push.value0) + push.value1;
|
||||
}
|
||||
|
||||
|
@ -13,6 +13,6 @@ layout(location = 0) in vec4 vColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = ((vColor + push.value0) + push.value1);
|
||||
FragColor = (vColor + push.value0) + push.value1;
|
||||
}
|
||||
|
||||
|
@ -23,15 +23,15 @@ vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 off = (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)));
|
||||
vec2 off2 = (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1)));
|
||||
highp vec2 param = ((vTex + off) + off2);
|
||||
vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0));
|
||||
vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1));
|
||||
highp vec2 param = (vTex + off) + off2;
|
||||
vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler);
|
||||
highp vec2 param_1 = ((vTex + off) + off2);
|
||||
highp vec2 param_1 = (vTex + off) + off2;
|
||||
vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler);
|
||||
vec4 c2 = texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3);
|
||||
vec4 c3 = texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3);
|
||||
vec4 c4 = texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
|
||||
FragColor = ((((c0 + c1) + c2) + c3) + c4);
|
||||
FragColor = (((c0 + c1) + c2) + c3) + c4;
|
||||
}
|
||||
|
||||
|
@ -24,15 +24,15 @@ vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 off = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0)));
|
||||
vec2 off2 = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1)));
|
||||
highp vec2 param = ((vTex + off) + off2);
|
||||
vec2 off = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0));
|
||||
vec2 off2 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
|
||||
highp vec2 param = (vTex + off) + off2;
|
||||
vec4 c0 = sample_func(uSampler, param);
|
||||
highp vec2 param_1 = ((vTex + off) + off2);
|
||||
highp vec2 param_1 = (vTex + off) + off2;
|
||||
vec4 c1 = sample_func_dual(uSampler, uTexture, param_1);
|
||||
vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3);
|
||||
vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3);
|
||||
vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3);
|
||||
FragColor = ((((c0 + c1) + c2) + c3) + c4);
|
||||
FragColor = (((c0 + c1) + c2) + c3) + c4;
|
||||
}
|
||||
|
||||
|
@ -44,7 +44,7 @@ void main()
|
||||
bool c28 = (5u <= 6u);
|
||||
bool c29 = (3 >= 4);
|
||||
bool c30 = (5u >= 6u);
|
||||
mediump int c31 = (c8 + c3);
|
||||
mediump int c31 = c8 + c3;
|
||||
mediump int c32 = int(5u + 0u);
|
||||
bool c33 = (3 != int(0u));
|
||||
bool c34 = (5u != 0u);
|
||||
@ -54,6 +54,6 @@ void main()
|
||||
float vec0[4][(3 + 3)];
|
||||
float vec1[(3 + 2)][(4 + 5)];
|
||||
Foo foo;
|
||||
FragColor = (((vec4((t0 + t1)) + vec4(vec0[0][0])) + vec4(vec1[0][0])) + vec4(foo.elems[3]));
|
||||
FragColor = ((vec4(t0 + t1) + vec4(vec0[0][0])) + vec4(vec1[0][0])) + vec4(foo.elems[3]);
|
||||
}
|
||||
|
||||
|
@ -53,7 +53,7 @@ void main()
|
||||
bool c28 = (_34 <= _35);
|
||||
bool c29 = (_16 >= _25);
|
||||
bool c30 = (_34 >= _35);
|
||||
mediump int c31 = (c8 + c3);
|
||||
mediump int c31 = c8 + c3;
|
||||
mediump int c32 = int(_34 + 0u);
|
||||
bool c33 = (_16 != int(0u));
|
||||
bool c34 = (_34 != 0u);
|
||||
@ -63,6 +63,6 @@ void main()
|
||||
float vec0[_25][(_16 + 3)];
|
||||
float vec1[(_16 + 2)][(_25 + 5)];
|
||||
Foo foo;
|
||||
FragColor = (((vec4((t0 + t1)) + vec4(vec0[0][0])) + vec4(vec1[0][0])) + vec4(foo.elems[_16]));
|
||||
FragColor = ((vec4(t0 + t1) + vec4(vec0[0][0])) + vec4(vec1[0][0])) + vec4(foo.elems[_16]);
|
||||
}
|
||||
|
||||
|
@ -4,6 +4,6 @@ uniform int SPIRV_Cross_BaseInstance;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (vec4(1.0, 2.0, 3.0, 4.0) * float((gl_VertexID + (gl_InstanceID + SPIRV_Cross_BaseInstance))));
|
||||
gl_Position = vec4(1.0, 2.0, 3.0, 4.0) * float(gl_VertexID + (gl_InstanceID + SPIRV_Cross_BaseInstance));
|
||||
}
|
||||
|
||||
|
@ -2,6 +2,6 @@
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (vec4(1.0, 2.0, 3.0, 4.0) * float((gl_VertexIndex + gl_InstanceIndex)));
|
||||
gl_Position = vec4(1.0, 2.0, 3.0, 4.0) * float(gl_VertexIndex + gl_InstanceIndex);
|
||||
}
|
||||
|
||||
|
115
spirv_glsl.cpp
115
spirv_glsl.cpp
@ -1220,7 +1220,7 @@ string CompilerGLSL::remap_swizzle(uint32_t result_type, uint32_t input_componen
|
||||
return join(type_to_glsl(out_type), "(", to_expression(expr), ")");
|
||||
else
|
||||
{
|
||||
auto e = to_expression(expr) + ".";
|
||||
auto e = to_enclosed_expression(expr) + ".";
|
||||
// Just clamp the swizzle index if we have more outputs than inputs.
|
||||
for (uint32_t c = 0; c < out_type.vecsize; c++)
|
||||
e += index_to_swizzle(min(c, input_components - 1));
|
||||
@ -1454,6 +1454,38 @@ void CompilerGLSL::handle_invalid_expression(uint32_t id)
|
||||
force_recompile = true;
|
||||
}
|
||||
|
||||
// Just like to_expression except that we enclose the expression inside parentheses if needed.
|
||||
string CompilerGLSL::to_enclosed_expression(uint32_t id)
|
||||
{
|
||||
auto expr = to_expression(id);
|
||||
bool need_parens = false;
|
||||
uint32_t paren_count = 0;
|
||||
for (auto c : expr)
|
||||
{
|
||||
if (c == '(')
|
||||
paren_count++;
|
||||
else if (c == ')')
|
||||
{
|
||||
assert(paren_count);
|
||||
paren_count--;
|
||||
}
|
||||
else if (c == ' ' && paren_count == 0)
|
||||
{
|
||||
need_parens = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert(paren_count == 0);
|
||||
|
||||
// If this expression contains any spaces which are not enclosed by parentheses,
|
||||
// we need to enclose it so we can treat the whole string as an expression.
|
||||
// This happens when two expressions have been part of a binary op earlier.
|
||||
if (need_parens)
|
||||
return join('(', expr, ')');
|
||||
else
|
||||
return expr;
|
||||
}
|
||||
|
||||
string CompilerGLSL::to_expression(uint32_t id)
|
||||
{
|
||||
auto itr = invalid_expressions.find(id);
|
||||
@ -1922,7 +1954,7 @@ bool CompilerGLSL::expression_is_forwarded(uint32_t id)
|
||||
}
|
||||
|
||||
SPIRExpression &CompilerGLSL::emit_op(uint32_t result_type, uint32_t result_id, const string &rhs, bool forwarding,
|
||||
bool extra_parens, bool suppress_usage_tracking)
|
||||
bool suppress_usage_tracking)
|
||||
{
|
||||
if (forwarding && (forced_temporaries.find(result_id) == end(forced_temporaries)))
|
||||
{
|
||||
@ -1931,10 +1963,7 @@ SPIRExpression &CompilerGLSL::emit_op(uint32_t result_type, uint32_t result_id,
|
||||
if (!suppress_usage_tracking)
|
||||
forwarded_temporaries.insert(result_id);
|
||||
|
||||
if (extra_parens)
|
||||
return set<SPIRExpression>(result_id, join("(", rhs, ")"), result_type, true);
|
||||
else
|
||||
return set<SPIRExpression>(result_id, rhs, result_type, true);
|
||||
return set<SPIRExpression>(result_id, rhs, result_type, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1947,7 +1976,7 @@ SPIRExpression &CompilerGLSL::emit_op(uint32_t result_type, uint32_t result_id,
|
||||
void CompilerGLSL::emit_unary_op(uint32_t result_type, uint32_t result_id, uint32_t op0, const char *op)
|
||||
{
|
||||
bool forward = should_forward(op0);
|
||||
emit_op(result_type, result_id, join(op, to_expression(op0)), forward, true);
|
||||
emit_op(result_type, result_id, join(op, to_enclosed_expression(op0)), forward);
|
||||
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
inherit_expression_dependencies(result_id, op0);
|
||||
@ -1956,7 +1985,7 @@ void CompilerGLSL::emit_unary_op(uint32_t result_type, uint32_t result_id, uint3
|
||||
void CompilerGLSL::emit_binary_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op)
|
||||
{
|
||||
bool forward = should_forward(op0) && should_forward(op1);
|
||||
emit_op(result_type, result_id, join(to_expression(op0), " ", op, " ", to_expression(op1)), forward, true);
|
||||
emit_op(result_type, result_id, join(to_enclosed_expression(op0), " ", op, " ", to_enclosed_expression(op1)), forward);
|
||||
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
{
|
||||
@ -1992,8 +2021,8 @@ SPIRType CompilerGLSL::binary_op_bitcast_helper(string &cast_op0, string &cast_o
|
||||
else
|
||||
{
|
||||
// If we don't cast, our actual input type is that of the first (or second) argument.
|
||||
cast_op0 = to_expression(op0);
|
||||
cast_op1 = to_expression(op1);
|
||||
cast_op0 = to_enclosed_expression(op0);
|
||||
cast_op1 = to_enclosed_expression(op1);
|
||||
input_type = type0.basetype;
|
||||
}
|
||||
|
||||
@ -2010,7 +2039,6 @@ void CompilerGLSL::emit_binary_op_cast(uint32_t result_type, uint32_t result_id,
|
||||
// We might have casted away from the result type, so bitcast again.
|
||||
// For example, arithmetic right shift with uint inputs.
|
||||
// Special case boolean outputs since relational opcodes output booleans instead of int/uint.
|
||||
bool extra_parens = true;
|
||||
string expr;
|
||||
if (out_type.basetype != input_type && out_type.basetype != SPIRType::Boolean)
|
||||
{
|
||||
@ -2019,18 +2047,17 @@ void CompilerGLSL::emit_binary_op_cast(uint32_t result_type, uint32_t result_id,
|
||||
expr += '(';
|
||||
expr += join(cast_op0, " ", op, " ", cast_op1);
|
||||
expr += ')';
|
||||
extra_parens = false;
|
||||
}
|
||||
else
|
||||
expr += join(cast_op0, " ", op, " ", cast_op1);
|
||||
|
||||
emit_op(result_type, result_id, expr, should_forward(op0) && should_forward(op1), extra_parens);
|
||||
emit_op(result_type, result_id, expr, should_forward(op0) && should_forward(op1));
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_unary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, const char *op)
|
||||
{
|
||||
bool forward = should_forward(op0);
|
||||
emit_op(result_type, result_id, join(op, "(", to_expression(op0), ")"), forward, false);
|
||||
emit_op(result_type, result_id, join(op, "(", to_expression(op0), ")"), forward);
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
inherit_expression_dependencies(result_id, op0);
|
||||
}
|
||||
@ -2039,7 +2066,7 @@ void CompilerGLSL::emit_binary_func_op(uint32_t result_type, uint32_t result_id,
|
||||
const char *op)
|
||||
{
|
||||
bool forward = should_forward(op0) && should_forward(op1);
|
||||
emit_op(result_type, result_id, join(op, "(", to_expression(op0), ", ", to_expression(op1), ")"), forward, false);
|
||||
emit_op(result_type, result_id, join(op, "(", to_expression(op0), ", ", to_expression(op1), ")"), forward);
|
||||
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
{
|
||||
@ -2070,7 +2097,7 @@ void CompilerGLSL::emit_binary_func_op_cast(uint32_t result_type, uint32_t resul
|
||||
expr += join(op, "(", cast_op0, ", ", cast_op1, ")");
|
||||
}
|
||||
|
||||
emit_op(result_type, result_id, expr, should_forward(op0) && should_forward(op1), false);
|
||||
emit_op(result_type, result_id, expr, should_forward(op0) && should_forward(op1));
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_trinary_func_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1,
|
||||
@ -2078,7 +2105,7 @@ void CompilerGLSL::emit_trinary_func_op(uint32_t result_type, uint32_t result_id
|
||||
{
|
||||
bool forward = should_forward(op0) && should_forward(op1) && should_forward(op2);
|
||||
emit_op(result_type, result_id,
|
||||
join(op, "(", to_expression(op0), ", ", to_expression(op1), ", ", to_expression(op2), ")"), forward, false);
|
||||
join(op, "(", to_expression(op0), ", ", to_expression(op1), ", ", to_expression(op2), ")"), forward);
|
||||
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
{
|
||||
@ -2094,7 +2121,7 @@ void CompilerGLSL::emit_quaternary_func_op(uint32_t result_type, uint32_t result
|
||||
bool forward = should_forward(op0) && should_forward(op1) && should_forward(op2) && should_forward(op3);
|
||||
emit_op(result_type, result_id, join(op, "(", to_expression(op0), ", ", to_expression(op1), ", ",
|
||||
to_expression(op2), ", ", to_expression(op3), ")"),
|
||||
forward, false);
|
||||
forward);
|
||||
|
||||
if (forward && forced_temporaries.find(result_id) == end(forced_temporaries))
|
||||
{
|
||||
@ -2229,11 +2256,11 @@ void CompilerGLSL::emit_mix_op(uint32_t result_type, uint32_t id, uint32_t left,
|
||||
// Just implement it as ternary expressions.
|
||||
string expr;
|
||||
if (lerptype.vecsize == 1)
|
||||
expr = join(to_expression(lerp), " ? ", to_expression(right), " : ", to_expression(left));
|
||||
expr = join(to_enclosed_expression(lerp), " ? ", to_enclosed_expression(right), " : ", to_enclosed_expression(left));
|
||||
else
|
||||
{
|
||||
auto swiz = [this](uint32_t expression, uint32_t i) {
|
||||
return join(to_expression(expression), ".", index_to_swizzle(i));
|
||||
return join(to_enclosed_expression(expression), ".", index_to_swizzle(i));
|
||||
};
|
||||
|
||||
expr = type_to_glsl_constructor(restype);
|
||||
@ -2251,7 +2278,7 @@ void CompilerGLSL::emit_mix_op(uint32_t result_type, uint32_t id, uint32_t left,
|
||||
expr += ")";
|
||||
}
|
||||
|
||||
emit_op(result_type, id, expr, should_forward(left) && should_forward(right) && should_forward(lerp), false);
|
||||
emit_op(result_type, id, expr, should_forward(left) && should_forward(right) && should_forward(lerp));
|
||||
}
|
||||
else
|
||||
emit_trinary_func_op(result_type, id, left, right, lerp, "mix");
|
||||
@ -2325,7 +2352,7 @@ void CompilerGLSL::emit_sampled_image_op(uint32_t result_type, uint32_t result_i
|
||||
type_to_glsl(get<SPIRType>(result_type)).c_str());
|
||||
}
|
||||
else
|
||||
emit_op(result_type, result_id, to_combined_image_sampler(image_id, samp_id), true, false);
|
||||
emit_op(result_type, result_id, to_combined_image_sampler(image_id, samp_id), true);
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_texture_op(const Instruction &i)
|
||||
@ -2506,7 +2533,9 @@ void CompilerGLSL::emit_texture_op(const Instruction &i)
|
||||
bool forward = should_forward(coord);
|
||||
|
||||
// The IR can give us more components than we need, so chop them off as needed.
|
||||
auto coord_expr = to_expression(coord) + swizzle(coord_components, expression_type(coord).vecsize);
|
||||
auto swizzle_expr = swizzle(coord_components, expression_type(coord).vecsize);
|
||||
// Only enclose the UV expression if needed.
|
||||
auto coord_expr = (*swizzle_expr == '\0') ? to_expression(coord) : (to_enclosed_expression(coord) + swizzle_expr);
|
||||
|
||||
// TODO: implement rest ... A bit intensive.
|
||||
|
||||
@ -2594,7 +2623,7 @@ void CompilerGLSL::emit_texture_op(const Instruction &i)
|
||||
|
||||
expr += ")";
|
||||
|
||||
emit_op(result_type, id, expr, forward, false);
|
||||
emit_op(result_type, id, expr, forward);
|
||||
}
|
||||
|
||||
void CompilerGLSL::emit_glsl_op(uint32_t result_type, uint32_t id, uint32_t eop, const uint32_t *args, uint32_t)
|
||||
@ -2883,7 +2912,7 @@ string CompilerGLSL::bitcast_glsl(const SPIRType &result_type, uint32_t argument
|
||||
{
|
||||
auto op = bitcast_glsl_op(result_type, expression_type(argument));
|
||||
if (op.empty())
|
||||
return to_expression(argument);
|
||||
return to_enclosed_expression(argument);
|
||||
else
|
||||
return join(op, "(", to_expression(argument), ")");
|
||||
}
|
||||
@ -2975,7 +3004,7 @@ string CompilerGLSL::access_chain(uint32_t base, const uint32_t *indices, uint32
|
||||
{
|
||||
string expr;
|
||||
if (!chain_only)
|
||||
expr = to_expression(base);
|
||||
expr = to_enclosed_expression(base);
|
||||
|
||||
const auto *type = &expression_type(base);
|
||||
|
||||
@ -3384,7 +3413,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
bool forward = should_forward(ptr) && forced_temporaries.find(id) == end(forced_temporaries);
|
||||
|
||||
// Suppress usage tracking since using same expression multiple times does not imply any extra work.
|
||||
emit_op(result_type, id, to_expression(ptr), forward, false, true);
|
||||
emit_op(result_type, id, to_expression(ptr), forward, true);
|
||||
register_read(id, ptr, forward);
|
||||
break;
|
||||
}
|
||||
@ -3513,7 +3542,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
bool forward = args_will_forward(id, arg, length, pure) && !callee_has_out_variables && pure &&
|
||||
(forced_temporaries.find(id) == end(forced_temporaries));
|
||||
|
||||
emit_op(result_type, id, funexpr, forward, false);
|
||||
emit_op(result_type, id, funexpr, forward);
|
||||
|
||||
// Function calls are implicit loads from all variables in question.
|
||||
// Set dependencies for them.
|
||||
@ -3584,7 +3613,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
constructor_op += ")";
|
||||
}
|
||||
|
||||
emit_op(result_type, id, constructor_op, forward, false);
|
||||
emit_op(result_type, id, constructor_op, forward);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -3612,7 +3641,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
uint32_t id = ops[1];
|
||||
|
||||
auto expr = access_chain(ops[2], &ops[3], 1, false);
|
||||
emit_op(result_type, id, expr, should_forward(ops[2]), false);
|
||||
emit_op(result_type, id, expr, should_forward(ops[2]));
|
||||
break;
|
||||
}
|
||||
|
||||
@ -3643,13 +3672,13 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
// Including the base will prevent this and would trigger multiple reads
|
||||
// from expression causing it to be forced to an actual temporary in GLSL.
|
||||
auto expr = access_chain(ops[2], &ops[3], length, true, true);
|
||||
auto &e = emit_op(result_type, id, expr, true, false, !expression_is_forwarded(ops[2]));
|
||||
auto &e = emit_op(result_type, id, expr, true, !expression_is_forwarded(ops[2]));
|
||||
e.base_expression = ops[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
auto expr = access_chain(ops[2], &ops[3], length, true);
|
||||
emit_op(result_type, id, expr, should_forward(ops[2]), false, !expression_is_forwarded(ops[2]));
|
||||
emit_op(result_type, id, expr, should_forward(ops[2]), !expression_is_forwarded(ops[2]));
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -3759,9 +3788,9 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
for (uint32_t i = 0; i < length; i++)
|
||||
{
|
||||
if (elems[i] >= type0.vecsize)
|
||||
args.push_back(join(to_expression(vec1), ".", index_to_swizzle(elems[i] - type0.vecsize)));
|
||||
args.push_back(join(to_enclosed_expression(vec1), ".", index_to_swizzle(elems[i] - type0.vecsize)));
|
||||
else
|
||||
args.push_back(join(to_expression(vec0), ".", index_to_swizzle(elems[i])));
|
||||
args.push_back(join(to_enclosed_expression(vec0), ".", index_to_swizzle(elems[i])));
|
||||
}
|
||||
expr += join(type_to_glsl_constructor(get<SPIRType>(result_type)), "(", merge(args), ")");
|
||||
}
|
||||
@ -3770,7 +3799,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
trivial_forward = !expression_is_forwarded(vec0);
|
||||
|
||||
// We only source from first vector, so can use swizzle.
|
||||
expr += to_expression(vec0);
|
||||
expr += to_enclosed_expression(vec0);
|
||||
expr += ".";
|
||||
for (uint32_t i = 0; i < length; i++)
|
||||
expr += index_to_swizzle(elems[i]);
|
||||
@ -3781,7 +3810,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
// A shuffle is trivial in that it doesn't actually *do* anything.
|
||||
// We inherit the forwardedness from our arguments to avoid flushing out to temporaries when it's not really needed.
|
||||
|
||||
emit_op(result_type, id, expr, should_forward(vec0) && should_forward(vec1), false, trivial_forward);
|
||||
emit_op(result_type, id, expr, should_forward(vec0) && should_forward(vec1), trivial_forward);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -4120,7 +4149,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
throw CompilerError("Illegal argument to OpQuantizeToF16.");
|
||||
}
|
||||
|
||||
emit_op(result_type, id, op, should_forward(arg), false);
|
||||
emit_op(result_type, id, op, should_forward(arg));
|
||||
break;
|
||||
}
|
||||
|
||||
@ -4231,8 +4260,8 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
{
|
||||
const char *op = check_atomic_image(ops[2]) ? "imageAtomicAdd" : "atomicAdd";
|
||||
forced_temporaries.insert(ops[1]);
|
||||
auto expr = join(op, "(", to_expression(ops[2]), ", -", to_expression(ops[5]), ")");
|
||||
emit_op(ops[0], ops[1], expr, should_forward(ops[2]) && should_forward(ops[5]), false);
|
||||
auto expr = join(op, "(", to_expression(ops[2]), ", -", to_enclosed_expression(ops[5]), ")");
|
||||
emit_op(ops[0], ops[1], expr, should_forward(ops[2]) && should_forward(ops[5]));
|
||||
flush_all_atomic_capable_variables();
|
||||
register_read(ops[1], ops[2], should_forward(ops[2]));
|
||||
break;
|
||||
@ -4327,7 +4356,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
{
|
||||
uint32_t result_type = ops[0];
|
||||
uint32_t id = ops[1];
|
||||
auto &e = emit_op(result_type, id, to_expression(ops[2]), true, false);
|
||||
auto &e = emit_op(result_type, id, to_expression(ops[2]), true);
|
||||
|
||||
// When using the image, we need to know which variable it is actually loaded from.
|
||||
auto *var = maybe_get_backing_variable(ops[2]);
|
||||
@ -4497,7 +4526,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
|
||||
if (var && var->forwardable)
|
||||
{
|
||||
auto &e = emit_op(result_type, id, imgexpr, true, false);
|
||||
auto &e = emit_op(result_type, id, imgexpr, true);
|
||||
|
||||
// We only need to track dependencies if we're reading from image load/store.
|
||||
if (!pure)
|
||||
@ -4507,7 +4536,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
}
|
||||
}
|
||||
else
|
||||
emit_op(result_type, id, imgexpr, false, false);
|
||||
emit_op(result_type, id, imgexpr, false);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -4567,7 +4596,7 @@ void CompilerGLSL::emit_instruction(const Instruction &instruction)
|
||||
if (type.basetype == SPIRType::Image)
|
||||
{
|
||||
// The size of an image is always constant.
|
||||
emit_op(result_type, id, join("imageSize(", to_expression(ops[2]), ")"), true, false);
|
||||
emit_op(result_type, id, join("imageSize(", to_expression(ops[2]), ")"), true);
|
||||
}
|
||||
else
|
||||
throw CompilerError("Invalid type for OpImageQuerySize.");
|
||||
|
@ -288,7 +288,7 @@ protected:
|
||||
void emit_unary_op(uint32_t result_type, uint32_t result_id, uint32_t op0, const char *op);
|
||||
bool expression_is_forwarded(uint32_t id);
|
||||
SPIRExpression &emit_op(uint32_t result_type, uint32_t result_id, const std::string &rhs, bool forward_rhs,
|
||||
bool extra_parens, bool suppress_usage_tracking = false);
|
||||
bool suppress_usage_tracking = false);
|
||||
std::string access_chain(uint32_t base, const uint32_t *indices, uint32_t count, bool index_is_literal,
|
||||
bool chain_only = false);
|
||||
|
||||
@ -297,6 +297,7 @@ protected:
|
||||
std::string declare_temporary(uint32_t type, uint32_t id);
|
||||
void append_global_func_args(const SPIRFunction &func, uint32_t index, std::vector<std::string> &arglist);
|
||||
std::string to_expression(uint32_t id);
|
||||
std::string to_enclosed_expression(uint32_t id);
|
||||
std::string to_member_name(const SPIRType &type, uint32_t index);
|
||||
std::string type_to_glsl_constructor(const SPIRType &type);
|
||||
std::string argument_decl(const SPIRFunction::Parameter &arg);
|
||||
|
@ -660,9 +660,9 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
|
||||
case Dim1D:
|
||||
if (img_type.arrayed)
|
||||
emit_op(result_type, id, join("uint2(", img_exp, ".get_width(), ", img_exp, ".get_array_size())"),
|
||||
false, false);
|
||||
false);
|
||||
else
|
||||
emit_op(result_type, id, join(img_exp, ".get_width()"), true, false);
|
||||
emit_op(result_type, id, join(img_exp, ".get_width()"), true);
|
||||
break;
|
||||
|
||||
case Dim2D:
|
||||
@ -670,16 +670,16 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
|
||||
if (img_type.arrayed)
|
||||
emit_op(result_type, id, join("uint3(", img_exp, ".get_width(), ", img_exp, ".get_height(), ",
|
||||
img_exp, ".get_array_size())"),
|
||||
false, false);
|
||||
false);
|
||||
else
|
||||
emit_op(result_type, id, join("uint2(", img_exp, ".get_width(), ", img_exp, ".get_height())"),
|
||||
false, false);
|
||||
false);
|
||||
break;
|
||||
|
||||
case Dim3D:
|
||||
emit_op(result_type, id,
|
||||
join("uint3(", img_exp, ".get_width(), ", img_exp, ".get_height(), ", img_exp, ".get_depth())"),
|
||||
false, false);
|
||||
false);
|
||||
break;
|
||||
|
||||
default:
|
||||
@ -1114,7 +1114,7 @@ void CompilerMSL::emit_texture_op(const Instruction &i)
|
||||
|
||||
expr += ")";
|
||||
|
||||
emit_op(result_type, id, expr, forward, false);
|
||||
emit_op(result_type, id, expr, forward);
|
||||
}
|
||||
|
||||
// Establish sampled image as expression object and assign the sampler to it.
|
||||
|
Loading…
Reference in New Issue
Block a user