HLSL: allow component-wise operations for logical || and &&.

HLSL || and && can operate component-wise.
This commit is contained in:
steve-lunarg 2016-10-26 12:42:49 -06:00
parent 0d628c179d
commit 27939caa86
4 changed files with 445 additions and 4 deletions

View File

@ -0,0 +1,412 @@
hlsl.logical.binary.vec.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of bool)
0:11 'r00' (temp 4-component vector of bool)
0:11 Negate conditional (temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child (temp 4-component vector of bool)
0:12 'r01' (temp 4-component vector of bool)
0:12 logical-and (temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of bool)
0:13 'r02' (temp 4-component vector of bool)
0:13 logical-or (temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of bool)
0:15 'r10' (temp 4-component vector of bool)
0:15 logical-and (temp 4-component vector of bool)
0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child (temp 4-component vector of bool)
0:16 'r11' (temp 4-component vector of bool)
0:16 logical-or (temp 4-component vector of bool)
0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of bool)
0:18 'r20' (temp 4-component vector of bool)
0:18 logical-and (temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of bool)
0:19 'r21' (temp 4-component vector of bool)
0:19 logical-or (temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child (temp 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float (temp 4-component vector of float)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 'r00' (temp 4-component vector of bool)
0:22 'r01' (temp 4-component vector of bool)
0:22 'r02' (temp 4-component vector of bool)
0:22 'r10' (temp 4-component vector of bool)
0:22 'r11' (temp 4-component vector of bool)
0:22 'r20' (temp 4-component vector of bool)
0:22 'r21' (temp 4-component vector of bool)
0:23 Sequence
0:23 Sequence
0:23 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:23 Color: direct index for structure (temp 4-component vector of float)
0:23 'psout' (temp structure{temp 4-component vector of float Color})
0:23 Constant:
0:23 0 (const int)
0:23 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child (temp 4-component vector of bool)
0:11 'r00' (temp 4-component vector of bool)
0:11 Negate conditional (temp 4-component vector of bool)
0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child (temp 4-component vector of bool)
0:12 'r01' (temp 4-component vector of bool)
0:12 logical-and (temp 4-component vector of bool)
0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of bool)
0:13 'r02' (temp 4-component vector of bool)
0:13 logical-or (temp 4-component vector of bool)
0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child (temp 4-component vector of bool)
0:15 'r10' (temp 4-component vector of bool)
0:15 logical-and (temp 4-component vector of bool)
0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child (temp 4-component vector of bool)
0:16 'r11' (temp 4-component vector of bool)
0:16 logical-or (temp 4-component vector of bool)
0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child (temp 4-component vector of bool)
0:18 'r20' (temp 4-component vector of bool)
0:18 logical-and (temp 4-component vector of bool)
0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of bool)
0:19 'r21' (temp 4-component vector of bool)
0:19 logical-or (temp 4-component vector of bool)
0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child (temp 4-component vector of float)
0:22 Color: direct index for structure (temp 4-component vector of float)
0:22 'psout' (temp structure{temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float (temp 4-component vector of float)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 logical-or (temp 4-component vector of bool)
0:22 'r00' (temp 4-component vector of bool)
0:22 'r01' (temp 4-component vector of bool)
0:22 'r02' (temp 4-component vector of bool)
0:22 'r10' (temp 4-component vector of bool)
0:22 'r11' (temp 4-component vector of bool)
0:22 'r20' (temp 4-component vector of bool)
0:22 'r21' (temp 4-component vector of bool)
0:23 Sequence
0:23 Sequence
0:23 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:23 Color: direct index for structure (temp 4-component vector of float)
0:23 'psout' (temp structure{temp 4-component vector of float Color})
0:23 Constant:
0:23 0 (const int)
0:23 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 115
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 111
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "r00"
Name 12 "$Global"
MemberName 12($Global) 0 "b4a"
MemberName 12($Global) 1 "b4b"
MemberName 12($Global) 2 "b1a"
MemberName 12($Global) 3 "b1b"
Name 14 ""
Name 24 "r01"
Name 33 "r02"
Name 41 "r10"
Name 52 "r11"
Name 61 "r20"
Name 73 "r21"
Name 87 "PS_OUTPUT"
MemberName 87(PS_OUTPUT) 0 "Color"
Name 89 "psout"
Name 111 "Color"
MemberDecorate 12($Global) 0 Offset 0
MemberDecorate 12($Global) 1 Offset 16
MemberDecorate 12($Global) 2 Offset 32
MemberDecorate 12($Global) 3 Offset 36
Decorate 12($Global) Block
Decorate 14 DescriptorSet 0
Decorate 111(Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 4
8: TypePointer Function 7(bvec4)
10: TypeInt 32 0
11: TypeVector 10(int) 4
12($Global): TypeStruct 11(ivec4) 11(ivec4) 10(int) 10(int)
13: TypePointer Uniform 12($Global)
14: 13(ptr) Variable Uniform
15: TypeInt 32 1
16: 15(int) Constant 0
17: TypePointer Uniform 11(ivec4)
20: 10(int) Constant 0
21: 11(ivec4) ConstantComposite 20 20 20 20
28: 15(int) Constant 1
42: 15(int) Constant 2
43: TypePointer Uniform 10(int)
67: 15(int) Constant 3
85: TypeFloat 32
86: TypeVector 85(float) 4
87(PS_OUTPUT): TypeStruct 86(fvec4)
88: TypePointer Function 87(PS_OUTPUT)
103: 85(float) Constant 0
104: 85(float) Constant 1065353216
105: 86(fvec4) ConstantComposite 103 103 103 103
106: 86(fvec4) ConstantComposite 104 104 104 104
108: TypePointer Function 86(fvec4)
110: TypePointer Output 86(fvec4)
111(Color): 110(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(r00): 8(ptr) Variable Function
24(r01): 8(ptr) Variable Function
33(r02): 8(ptr) Variable Function
41(r10): 8(ptr) Variable Function
52(r11): 8(ptr) Variable Function
61(r20): 8(ptr) Variable Function
73(r21): 8(ptr) Variable Function
89(psout): 88(ptr) Variable Function
18: 17(ptr) AccessChain 14 16
19: 11(ivec4) Load 18
22: 7(bvec4) INotEqual 19 21
23: 7(bvec4) LogicalNot 22
Store 9(r00) 23
25: 17(ptr) AccessChain 14 16
26: 11(ivec4) Load 25
27: 7(bvec4) INotEqual 26 21
29: 17(ptr) AccessChain 14 28
30: 11(ivec4) Load 29
31: 7(bvec4) INotEqual 30 21
32: 7(bvec4) LogicalAnd 27 31
Store 24(r01) 32
34: 17(ptr) AccessChain 14 16
35: 11(ivec4) Load 34
36: 7(bvec4) INotEqual 35 21
37: 17(ptr) AccessChain 14 28
38: 11(ivec4) Load 37
39: 7(bvec4) INotEqual 38 21
40: 7(bvec4) LogicalOr 36 39
Store 33(r02) 40
44: 43(ptr) AccessChain 14 42
45: 10(int) Load 44
46: 6(bool) INotEqual 45 20
47: 7(bvec4) CompositeConstruct 46 46 46 46
48: 17(ptr) AccessChain 14 28
49: 11(ivec4) Load 48
50: 7(bvec4) INotEqual 49 21
51: 7(bvec4) LogicalAnd 47 50
Store 41(r10) 51
53: 43(ptr) AccessChain 14 42
54: 10(int) Load 53
55: 6(bool) INotEqual 54 20
56: 7(bvec4) CompositeConstruct 55 55 55 55
57: 17(ptr) AccessChain 14 28
58: 11(ivec4) Load 57
59: 7(bvec4) INotEqual 58 21
60: 7(bvec4) LogicalOr 56 59
Store 52(r11) 60
62: 17(ptr) AccessChain 14 16
63: 11(ivec4) Load 62
64: 7(bvec4) INotEqual 63 21
SelectionMerge 66 None
BranchConditional 64 65 66
65: Label
68: 43(ptr) AccessChain 14 67
69: 10(int) Load 68
70: 6(bool) INotEqual 69 20
71: 7(bvec4) CompositeConstruct 70 70 70 70
Branch 66
66: Label
72: 6(bool) Phi 64 5 71 65
Store 61(r20) 72
74: 17(ptr) AccessChain 14 16
75: 11(ivec4) Load 74
76: 7(bvec4) INotEqual 75 21
77: 6(bool) LogicalNot 76
SelectionMerge 79 None
BranchConditional 77 78 79
78: Label
80: 43(ptr) AccessChain 14 67
81: 10(int) Load 80
82: 6(bool) INotEqual 81 20
83: 7(bvec4) CompositeConstruct 82 82 82 82
Branch 79
79: Label
84: 6(bool) Phi 76 66 83 78
Store 73(r21) 84
90: 7(bvec4) Load 9(r00)
91: 7(bvec4) Load 24(r01)
92: 7(bvec4) LogicalOr 90 91
93: 7(bvec4) Load 33(r02)
94: 7(bvec4) LogicalOr 92 93
95: 7(bvec4) Load 41(r10)
96: 7(bvec4) LogicalOr 94 95
97: 7(bvec4) Load 52(r11)
98: 7(bvec4) LogicalOr 96 97
99: 7(bvec4) Load 61(r20)
100: 7(bvec4) LogicalOr 98 99
101: 7(bvec4) Load 73(r21)
102: 7(bvec4) LogicalOr 100 101
107: 86(fvec4) Select 102 106 105
109: 108(ptr) AccessChain 89(psout) 16
Store 109 107
112: 108(ptr) AccessChain 89(psout) 16
113: 86(fvec4) Load 112
Store 111(Color) 113
Return
FunctionEnd

View File

@ -0,0 +1,24 @@
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
uniform bool4 b4a, b4b;
uniform bool b1a, b1b;
PS_OUTPUT main()
{
bool4 r00 = !b4a;
bool4 r01 = b4a && b4b; // vec, vec
bool4 r02 = b4a || b4b; // vec, vec
bool4 r10 = b1a && b4b; // scalar, vec
bool4 r11 = b1a || b4b; // scalar, vec
bool4 r20 = b4a && b1b; // vec, scalar
bool4 r21 = b4a || b1b; // vec, scalar
PS_OUTPUT psout;
psout.Color = r00 || r01 || r02 || r10 || r11 || r20 || r21;
return psout;
}

View File

@ -797,6 +797,9 @@ TIntermTyped* TIntermediate::addShapeConversion(TOperator op, const TType& type,
case EOpNotEqual:
case EOpFunctionCall:
case EOpReturn:
case EOpLogicalAnd:
case EOpLogicalOr:
case EOpLogicalXor:
break;
default:
return node;
@ -1911,13 +1914,14 @@ bool TIntermediate::promoteBinary(TIntermBinary& node)
return false;
node.setLeft(left = convertedL); // also updates stack variable
node.setRight(right = convertedR); // also updates stack variable
} else {
// logical ops operate only on scalar Booleans and will promote to scalar Boolean.
if (left->getBasicType() != EbtBool || left->isVector() || left->isMatrix())
return false;
}
// logical ops operate only on scalar Booleans and will promote to scalar Boolean.
if (left->getBasicType() != EbtBool || left->isVector() || left->isMatrix())
return false;
node.setType(TType(EbtBool, EvqTemporary, left->getVectorSize()));
node.setType(TType(EbtBool));
break;
case EOpRightShift:

View File

@ -144,6 +144,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.load.offsetarray.dx10.frag", "main"},
{"hlsl.logical.unary.frag", "main"},
{"hlsl.logical.binary.frag", "main"},
{"hlsl.logical.binary.vec.frag", "main"},
{"hlsl.multiEntry.vert", "RealEntrypoint"},
{"hlsl.multiReturn.frag", "main"},
{"hlsl.matrixindex.frag", "main"},