glslang/Test/hlsl.matrixindex.frag

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uniform int idx;
uniform float3x2 um;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
PS_OUTPUT main()
{
// matrices of 3 rows, 2 columns (regardless of row vs col major storage)
const float3x2 m1 = { { 10, 11 }, // row-wise initialization
{ 12, 13 },
{ 14, 15 } };
const float3x2 m2 = { 20, 21, 22, 23, 24, 25 }; // component-wise matrix initialization is allowed
const float3x2 m3 = { 30, 31, 33, 33, 34, 35 }; // component-wise matrix initialization is allowed
// These can be observed in the AST post-const folding to ensure we obtain the right value,
// as given in comments to the right of each line. Note that the first indirection into a
// matrix returns a row vector.
float e1_00 = m1[0][0]; // 10
float e1_01 = m1[0][1]; // 11
float e1_10 = m1[1][0]; // 12
float e1_11 = m1[1][1]; // 13
float e1_20 = m1[2][0]; // 14
float e1_21 = m1[2][1]; // 15
float e2_00 = m2[0][0]; // 20
float e2_01 = m2[0][1]; // 21
float e2_10 = m2[1][0]; // 22
float e2_11 = m2[1][1]; // 23
float e2_20 = m2[2][0]; // 24
float e2_21 = m2[2][1]; // 25
// float e3a_00 = m3._m00; // TODO... also as an lvalue for a non-const matrix
// float e3b_00 = m3._11; // TODO... also as an lvalue for a non-const matrix
float2 r0a = m1[0]; // row0: 10,11: types must match: constant index into constant
float2 r1a = m1[1]; // row1: 12,13: ...
float2 r2a = m1[2]; // row2: 14,15: ...
float2 r0b = m2[idx]; // types should match: variable index into constant
float2 r0c = um[idx]; // types should match: variable index into variable
PS_OUTPUT psout;
psout.Color = e2_11; // 23
return psout;
}