mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-09 12:00:05 +00:00
HLSL: allow component-wise operations for logical || and &&.
HLSL || and && can operate component-wise.
This commit is contained in:
parent
0d628c179d
commit
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412
Test/baseResults/hlsl.logical.binary.vec.frag.out
Normal file
412
Test/baseResults/hlsl.logical.binary.vec.frag.out
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@ -0,0 +1,412 @@
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hlsl.logical.binary.vec.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child (temp 4-component vector of bool)
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0:11 'r00' (temp 4-component vector of bool)
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0:11 Negate conditional (temp 4-component vector of bool)
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0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp 4-component vector of bool)
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0:12 'r01' (temp 4-component vector of bool)
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0:12 logical-and (temp 4-component vector of bool)
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0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of bool)
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0:13 'r02' (temp 4-component vector of bool)
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0:13 logical-or (temp 4-component vector of bool)
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0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of bool)
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0:15 'r10' (temp 4-component vector of bool)
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0:15 logical-and (temp 4-component vector of bool)
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0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of bool)
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0:16 'r11' (temp 4-component vector of bool)
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0:16 logical-or (temp 4-component vector of bool)
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0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child (temp 4-component vector of bool)
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0:18 'r20' (temp 4-component vector of bool)
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0:18 logical-and (temp 4-component vector of bool)
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0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of bool)
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0:19 'r21' (temp 4-component vector of bool)
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0:19 logical-or (temp 4-component vector of bool)
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0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child (temp 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float (temp 4-component vector of float)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 'r00' (temp 4-component vector of bool)
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0:22 'r01' (temp 4-component vector of bool)
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0:22 'r02' (temp 4-component vector of bool)
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0:22 'r10' (temp 4-component vector of bool)
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0:22 'r11' (temp 4-component vector of bool)
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0:22 'r20' (temp 4-component vector of bool)
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0:22 'r21' (temp 4-component vector of bool)
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:23 Color: direct index for structure (temp 4-component vector of float)
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0:23 'psout' (temp structure{temp 4-component vector of float Color})
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0:23 Constant:
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0:23 0 (const int)
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0:23 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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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})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:10 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 move second child to first child (temp 4-component vector of bool)
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0:11 'r00' (temp 4-component vector of bool)
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0:11 Negate conditional (temp 4-component vector of bool)
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0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:11 Constant:
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0:11 0 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp 4-component vector of bool)
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0:12 'r01' (temp 4-component vector of bool)
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0:12 logical-and (temp 4-component vector of bool)
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0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 0 (const uint)
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0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:12 Constant:
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0:12 1 (const uint)
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0:13 Sequence
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0:13 move second child to first child (temp 4-component vector of bool)
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0:13 'r02' (temp 4-component vector of bool)
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0:13 logical-or (temp 4-component vector of bool)
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0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:13 Constant:
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0:13 1 (const uint)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of bool)
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0:15 'r10' (temp 4-component vector of bool)
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0:15 logical-and (temp 4-component vector of bool)
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0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:15 Constant:
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0:15 1 (const uint)
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0:16 Sequence
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0:16 move second child to first child (temp 4-component vector of bool)
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0:16 'r11' (temp 4-component vector of bool)
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0:16 logical-or (temp 4-component vector of bool)
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0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool)
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0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool)
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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})
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0:16 Constant:
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0:16 2 (const uint)
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0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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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})
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0:16 Constant:
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0:16 1 (const uint)
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0:18 Sequence
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0:18 move second child to first child (temp 4-component vector of bool)
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0:18 'r20' (temp 4-component vector of bool)
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0:18 logical-and (temp 4-component vector of bool)
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0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:18 Constant:
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0:18 3 (const uint)
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0:19 Sequence
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0:19 move second child to first child (temp 4-component vector of bool)
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0:19 'r21' (temp 4-component vector of bool)
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0:19 logical-or (temp 4-component vector of bool)
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0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool)
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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})
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0:19 Constant:
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0:19 0 (const uint)
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0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool)
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0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool)
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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})
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0:19 Constant:
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0:19 3 (const uint)
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0:22 move second child to first child (temp 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Convert bool to float (temp 4-component vector of float)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 logical-or (temp 4-component vector of bool)
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0:22 'r00' (temp 4-component vector of bool)
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0:22 'r01' (temp 4-component vector of bool)
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0:22 'r02' (temp 4-component vector of bool)
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0:22 'r10' (temp 4-component vector of bool)
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0:22 'r11' (temp 4-component vector of bool)
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0:22 'r20' (temp 4-component vector of bool)
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0:22 'r21' (temp 4-component vector of bool)
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:23 Color: direct index for structure (temp 4-component vector of float)
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0:23 'psout' (temp structure{temp 4-component vector of float Color})
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0:23 Constant:
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0:23 0 (const int)
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0:23 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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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})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 115
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 111
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "r00"
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Name 12 "$Global"
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MemberName 12($Global) 0 "b4a"
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MemberName 12($Global) 1 "b4b"
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MemberName 12($Global) 2 "b1a"
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MemberName 12($Global) 3 "b1b"
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Name 14 ""
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Name 24 "r01"
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Name 33 "r02"
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Name 41 "r10"
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Name 52 "r11"
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Name 61 "r20"
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Name 73 "r21"
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Name 87 "PS_OUTPUT"
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MemberName 87(PS_OUTPUT) 0 "Color"
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Name 89 "psout"
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Name 111 "Color"
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MemberDecorate 12($Global) 0 Offset 0
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MemberDecorate 12($Global) 1 Offset 16
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MemberDecorate 12($Global) 2 Offset 32
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MemberDecorate 12($Global) 3 Offset 36
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Decorate 12($Global) Block
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Decorate 14 DescriptorSet 0
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Decorate 111(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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7: TypeVector 6(bool) 4
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8: TypePointer Function 7(bvec4)
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10: TypeInt 32 0
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11: TypeVector 10(int) 4
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12($Global): TypeStruct 11(ivec4) 11(ivec4) 10(int) 10(int)
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13: TypePointer Uniform 12($Global)
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14: 13(ptr) Variable Uniform
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15: TypeInt 32 1
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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
|
24
Test/hlsl.logical.binary.vec.frag
Normal file
24
Test/hlsl.logical.binary.vec.frag
Normal 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;
|
||||
}
|
@ -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:
|
||||
|
@ -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"},
|
||||
|
Loading…
Reference in New Issue
Block a user