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https://github.com/KhronosGroup/glslang
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Merge pull request #659 from steve-lunarg/d3dcolortoubyte4
Add D3DCOLORtoUBYTE4 decomposition
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commit
5abd308e71
111
Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out
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Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out
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hlsl.intrinsics.d3dcolortoubyte4.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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0:5 Function Definition: main( (temp 4-component vector of int)
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0:5 Function Parameters:
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child (temp 4-component vector of int)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:6 Convert float to int (temp 4-component vector of int)
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0:6 vector-scale (temp 4-component vector of float)
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0:6 Constant:
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0:6 255.001953
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0:6 vector swizzle (temp 4-component vector of float)
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0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 Sequence
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0:6 Constant:
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0:6 2 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 3 (const int)
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0:6 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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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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0:5 Function Definition: main( (temp 4-component vector of int)
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0:5 Function Parameters:
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child (temp 4-component vector of int)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:6 Convert float to int (temp 4-component vector of int)
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0:6 vector-scale (temp 4-component vector of float)
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0:6 Constant:
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0:6 255.001953
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0:6 vector swizzle (temp 4-component vector of float)
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0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 Sequence
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0:6 Constant:
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0:6 2 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 3 (const int)
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0:6 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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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 24
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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" 9
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "@entryPointOutput"
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Name 13 "$Global"
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MemberName 13($Global) 0 "col4"
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Name 15 ""
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Decorate 9(@entryPointOutput) Location 0
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MemberDecorate 13($Global) 0 Offset 0
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Decorate 13($Global) Block
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Decorate 15 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypeVector 6(int) 4
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8: TypePointer Output 7(ivec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypeFloat 32
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11: 10(float) Constant 1132396672
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12: TypeVector 10(float) 4
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13($Global): TypeStruct 12(fvec4)
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14: TypePointer Uniform 13($Global)
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15: 14(ptr) Variable Uniform
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16: 6(int) Constant 0
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17: TypePointer Uniform 12(fvec4)
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4(main): 2 Function None 3
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5: Label
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18: 17(ptr) AccessChain 15 16
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19: 12(fvec4) Load 18
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20: 12(fvec4) VectorShuffle 19 19 2 1 0 3
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21: 12(fvec4) VectorTimesScalar 20 11
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22: 7(ivec4) ConvertFToS 21
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Store 9(@entryPointOutput) 22
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Return
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FunctionEnd
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@ -93,9 +93,22 @@ ERROR: node is still EOpNull!
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0:8 'inF0' (in float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF1' (in float)
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0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:9 Convert float to int (temp 4-component vector of int)
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0:9 vector-scale (temp 4-component vector of float)
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0:9 Constant:
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0:9 255.001953
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0:9 vector swizzle (temp 4-component vector of float)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:9 Sequence
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0:9 Constant:
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0:9 2 (const int)
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0:9 Constant:
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0:9 1 (const int)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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0:9 3 (const int)
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0:10 Constant:
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0:10 0.000000
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0:12 ERROR: Bad unary op
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@ -449,9 +462,22 @@ ERROR: node is still EOpNull!
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0:8 'inF0' (in float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF1' (in float)
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0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:9 Convert float to int (temp 4-component vector of int)
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0:9 vector-scale (temp 4-component vector of float)
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0:9 Constant:
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0:9 255.001953
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0:9 vector swizzle (temp 4-component vector of float)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:9 Sequence
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0:9 Constant:
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0:9 2 (const int)
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0:9 Constant:
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0:9 1 (const int)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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0:9 3 (const int)
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0:10 Constant:
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0:10 0.000000
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0:12 ERROR: Bad unary op
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7
Test/hlsl.intrinsics.d3dcolortoubyte4.frag
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7
Test/hlsl.intrinsics.d3dcolortoubyte4.frag
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uniform float4 col4;
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int4 main() : SV_Target0
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{
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return D3DCOLORtoUBYTE4(col4);
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}
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@ -597,6 +597,7 @@ enum TOperator {
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EOpLit, // HLSL lighting coefficient vector
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EOpTextureBias, // HLSL texture bias: will be lowered to EOpTexture
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EOpAsDouble, // slightly different from EOpUint64BitsToDouble
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EOpD3DCOLORtoUBYTE4, // convert and swizzle 4-component color to UBYTE4 range
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EOpMethodSample, // Texture object methods. These are translated to existing
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EOpMethodSampleBias, // AST methods, and exist to represent HLSL semantics until that
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@ -127,6 +127,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.intrinsics.barriers.comp", "ComputeShaderFunction"},
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{"hlsl.intrinsics.comp", "ComputeShaderFunction"},
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{"hlsl.intrinsics.evalfns.frag", "main"},
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{"hlsl.intrinsics.d3dcolortoubyte4.frag", "main"},
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{"hlsl.intrinsics.double.frag", "PixelShaderFunction"},
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{"hlsl.intrinsics.f1632.frag", "PixelShaderFunction"},
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{"hlsl.intrinsics.frag", "main"},
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@ -2629,6 +2629,27 @@ void HlslParseContext::decomposeIntrinsic(const TSourceLoc& loc, TIntermTyped*&
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break;
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}
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case EOpD3DCOLORtoUBYTE4:
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{
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// ivec4 ( x.zyxw * 255.001953 );
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TIntermTyped* arg0 = node->getAsUnaryNode()->getOperand();
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TVectorFields fields(2,1,0,3);
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TIntermTyped* swizzleIdx = intermediate.addSwizzle(fields, loc);
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TIntermTyped* swizzled = intermediate.addIndex(EOpVectorSwizzle, arg0, swizzleIdx, loc);
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swizzled->setType(arg0->getType());
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swizzled->getWritableType().getQualifier().makeTemporary();
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TIntermTyped* conversion = intermediate.addConstantUnion(255.001953f, EbtFloat, loc, true);
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TIntermTyped* rangeConverted = handleBinaryMath(loc, "mul", EOpMul, conversion, swizzled);
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rangeConverted->setType(arg0->getType());
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rangeConverted->getWritableType().getQualifier().makeTemporary();
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node = intermediate.addConversion(EOpConstructInt, TType(EbtInt, EvqTemporary, 4), rangeConverted);
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node->setLoc(loc);
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node->setType(TType(EbtInt, EvqTemporary, 4));
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break;
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}
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default:
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break; // most pass through unchanged
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}
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@ -1022,7 +1022,7 @@ void TBuiltInParseablesHlsl::identifyBuiltIns(int /*version*/, EProfile /*profil
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symbolTable.relateToOperator("cosh", EOpCosh);
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symbolTable.relateToOperator("countbits", EOpBitCount);
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symbolTable.relateToOperator("cross", EOpCross);
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// symbolTable.relateToOperator("D3DCOLORtoUBYTE4", EOpD3DCOLORtoUBYTE4);
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symbolTable.relateToOperator("D3DCOLORtoUBYTE4", EOpD3DCOLORtoUBYTE4);
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symbolTable.relateToOperator("ddx", EOpDPdx);
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symbolTable.relateToOperator("ddx_coarse", EOpDPdxCoarse);
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symbolTable.relateToOperator("ddx_fine", EOpDPdxFine);
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