Merge pull request #1161 from LoopDawg/matmul-truncate

WIP: HLSL: matrix and vector truncations for m*v, v*m, m*m
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John Kessenich 2017-11-24 19:17:10 -07:00 committed by GitHub
commit 792a94809b
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6 changed files with 523 additions and 0 deletions

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hlsl.mul-truncate.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'r00' ( temp float)
0:19 dot-product ( temp float)
0:19 v2: direct index for structure (layout( row_major std140) uniform 2-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:19 Constant:
0:19 7 (const uint)
0:19 Construct vec2 ( in 2-component vector of float)
0:19 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:19 Constant:
0:19 6 (const uint)
0:20 Sequence
0:20 move second child to first child ( temp float)
0:20 'r01' ( temp float)
0:20 dot-product ( temp float)
0:20 Construct vec2 ( in 2-component vector of float)
0:20 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:20 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:20 Constant:
0:20 5 (const uint)
0:20 v2: direct index for structure (layout( row_major std140) uniform 2-component vector of float)
0:20 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:20 Constant:
0:20 7 (const uint)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'r10' ( temp 4-component vector of float)
0:23 matrix-times-vector ( temp 4-component vector of float)
0:23 Construct mat3x4 ( uniform 3X4 matrix of float)
0:23 m44: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
0:23 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:23 Constant:
0:23 0 (const uint)
0:23 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:23 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:23 Constant:
0:23 6 (const uint)
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'r11' ( temp 4-component vector of float)
0:24 matrix-times-vector ( temp 4-component vector of float)
0:24 m34: direct index for structure (layout( row_major std140) uniform 3X4 matrix of float)
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:24 Constant:
0:24 2 (const uint)
0:24 Construct vec3 ( uniform 3-component vector of float)
0:24 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:24 Constant:
0:24 5 (const uint)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'r20' ( temp 4-component vector of float)
0:27 vector-times-matrix ( temp 4-component vector of float)
0:27 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:27 Constant:
0:27 6 (const uint)
0:27 Construct mat4x3 ( uniform 4X3 matrix of float)
0:27 m44: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:27 Constant:
0:27 0 (const uint)
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'r21' ( temp 4-component vector of float)
0:28 vector-times-matrix ( temp 4-component vector of float)
0:28 Construct vec3 ( uniform 3-component vector of float)
0:28 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:28 Constant:
0:28 5 (const uint)
0:28 m43: direct index for structure (layout( row_major std140) uniform 4X3 matrix of float)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:28 Constant:
0:28 1 (const uint)
0:36 Branch: Return with expression
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 'r10' ( temp 4-component vector of float)
0:36 'r11' ( temp 4-component vector of float)
0:36 'r20' ( temp 4-component vector of float)
0:36 'r21' ( temp 4-component vector of float)
0:36 'r00' ( temp float)
0:36 'r01' ( temp float)
0:17 Function Definition: main( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:17 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: @main( ( temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'r00' ( temp float)
0:19 dot-product ( temp float)
0:19 v2: direct index for structure (layout( row_major std140) uniform 2-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:19 Constant:
0:19 7 (const uint)
0:19 Construct vec2 ( in 2-component vector of float)
0:19 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:19 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:19 Constant:
0:19 6 (const uint)
0:20 Sequence
0:20 move second child to first child ( temp float)
0:20 'r01' ( temp float)
0:20 dot-product ( temp float)
0:20 Construct vec2 ( in 2-component vector of float)
0:20 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:20 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:20 Constant:
0:20 5 (const uint)
0:20 v2: direct index for structure (layout( row_major std140) uniform 2-component vector of float)
0:20 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:20 Constant:
0:20 7 (const uint)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'r10' ( temp 4-component vector of float)
0:23 matrix-times-vector ( temp 4-component vector of float)
0:23 Construct mat3x4 ( uniform 3X4 matrix of float)
0:23 m44: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
0:23 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:23 Constant:
0:23 0 (const uint)
0:23 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:23 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:23 Constant:
0:23 6 (const uint)
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'r11' ( temp 4-component vector of float)
0:24 matrix-times-vector ( temp 4-component vector of float)
0:24 m34: direct index for structure (layout( row_major std140) uniform 3X4 matrix of float)
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:24 Constant:
0:24 2 (const uint)
0:24 Construct vec3 ( uniform 3-component vector of float)
0:24 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:24 Constant:
0:24 5 (const uint)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'r20' ( temp 4-component vector of float)
0:27 vector-times-matrix ( temp 4-component vector of float)
0:27 v3: direct index for structure (layout( row_major std140) uniform 3-component vector of float)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:27 Constant:
0:27 6 (const uint)
0:27 Construct mat4x3 ( uniform 4X3 matrix of float)
0:27 m44: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:27 Constant:
0:27 0 (const uint)
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'r21' ( temp 4-component vector of float)
0:28 vector-times-matrix ( temp 4-component vector of float)
0:28 Construct vec3 ( uniform 3-component vector of float)
0:28 v4: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:28 Constant:
0:28 5 (const uint)
0:28 m43: direct index for structure (layout( row_major std140) uniform 4X3 matrix of float)
0:28 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:28 Constant:
0:28 1 (const uint)
0:36 Branch: Return with expression
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 add ( temp 4-component vector of float)
0:36 'r10' ( temp 4-component vector of float)
0:36 'r11' ( temp 4-component vector of float)
0:36 'r20' ( temp 4-component vector of float)
0:36 'r21' ( temp 4-component vector of float)
0:36 'r00' ( temp float)
0:36 'r01' ( temp float)
0:17 Function Definition: main( ( temp void)
0:17 Function Parameters:
0:? Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:17 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140) uniform 4X3 matrix of float m43, layout( row_major std140) uniform 3X4 matrix of float m34, layout( row_major std140) uniform 2X4 matrix of float m24, layout( row_major std140) uniform 4X2 matrix of float m42, layout( row_major std140) uniform 4-component vector of float v4, layout( row_major std140) uniform 3-component vector of float v3, layout( row_major std140) uniform 2-component vector of float v2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 139
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 137
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 12 "r00"
Name 20 "Matrix"
MemberName 20(Matrix) 0 "m44"
MemberName 20(Matrix) 1 "m43"
MemberName 20(Matrix) 2 "m34"
MemberName 20(Matrix) 3 "m24"
MemberName 20(Matrix) 4 "m42"
MemberName 20(Matrix) 5 "v4"
MemberName 20(Matrix) 6 "v3"
MemberName 20(Matrix) 7 "v2"
Name 22 ""
Name 36 "r01"
Name 48 "r10"
Name 74 "r11"
Name 86 "r20"
Name 109 "r21"
Name 137 "@entryPointOutput"
MemberDecorate 20(Matrix) 0 RowMajor
MemberDecorate 20(Matrix) 0 Offset 0
MemberDecorate 20(Matrix) 0 MatrixStride 16
MemberDecorate 20(Matrix) 1 RowMajor
MemberDecorate 20(Matrix) 1 Offset 64
MemberDecorate 20(Matrix) 1 MatrixStride 16
MemberDecorate 20(Matrix) 2 RowMajor
MemberDecorate 20(Matrix) 2 Offset 112
MemberDecorate 20(Matrix) 2 MatrixStride 16
MemberDecorate 20(Matrix) 3 RowMajor
MemberDecorate 20(Matrix) 3 Offset 176
MemberDecorate 20(Matrix) 3 MatrixStride 16
MemberDecorate 20(Matrix) 4 RowMajor
MemberDecorate 20(Matrix) 4 Offset 240
MemberDecorate 20(Matrix) 4 MatrixStride 16
MemberDecorate 20(Matrix) 5 Offset 272
MemberDecorate 20(Matrix) 6 Offset 288
MemberDecorate 20(Matrix) 7 Offset 304
Decorate 20(Matrix) Block
Decorate 22 DescriptorSet 0
Decorate 137(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypePointer Function 6(float)
13: TypeMatrix 7(fvec4) 4
14: TypeVector 6(float) 3
15: TypeMatrix 14(fvec3) 4
16: TypeMatrix 7(fvec4) 3
17: TypeMatrix 7(fvec4) 2
18: TypeVector 6(float) 2
19: TypeMatrix 18(fvec2) 4
20(Matrix): TypeStruct 13 15 16 17 19 7(fvec4) 14(fvec3) 18(fvec2)
21: TypePointer Uniform 20(Matrix)
22: 21(ptr) Variable Uniform
23: TypeInt 32 1
24: 23(int) Constant 7
25: TypePointer Uniform 18(fvec2)
28: 23(int) Constant 6
29: TypePointer Uniform 14(fvec3)
37: 23(int) Constant 5
38: TypePointer Uniform 7(fvec4)
47: TypePointer Function 7(fvec4)
49: 23(int) Constant 0
50: TypePointer Uniform 13
53: 6(float) Constant 1065353216
54: 6(float) Constant 0
75: 23(int) Constant 2
76: TypePointer Uniform 16
116: 23(int) Constant 1
117: TypePointer Uniform 15
136: TypePointer Output 7(fvec4)
137(@entryPointOutput): 136(ptr) Variable Output
4(main): 2 Function None 3
5: Label
138: 7(fvec4) FunctionCall 9(@main()
Store 137(@entryPointOutput) 138
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
12(r00): 11(ptr) Variable Function
36(r01): 11(ptr) Variable Function
48(r10): 47(ptr) Variable Function
74(r11): 47(ptr) Variable Function
86(r20): 47(ptr) Variable Function
109(r21): 47(ptr) Variable Function
26: 25(ptr) AccessChain 22 24
27: 18(fvec2) Load 26
30: 29(ptr) AccessChain 22 28
31: 14(fvec3) Load 30
32: 6(float) CompositeExtract 31 0
33: 6(float) CompositeExtract 31 1
34: 18(fvec2) CompositeConstruct 32 33
35: 6(float) Dot 27 34
Store 12(r00) 35
39: 38(ptr) AccessChain 22 37
40: 7(fvec4) Load 39
41: 6(float) CompositeExtract 40 0
42: 6(float) CompositeExtract 40 1
43: 18(fvec2) CompositeConstruct 41 42
44: 25(ptr) AccessChain 22 24
45: 18(fvec2) Load 44
46: 6(float) Dot 43 45
Store 36(r01) 46
51: 50(ptr) AccessChain 22 49
52: 13 Load 51
55: 6(float) CompositeExtract 52 0 0
56: 6(float) CompositeExtract 52 0 1
57: 6(float) CompositeExtract 52 0 2
58: 6(float) CompositeExtract 52 0 3
59: 6(float) CompositeExtract 52 1 0
60: 6(float) CompositeExtract 52 1 1
61: 6(float) CompositeExtract 52 1 2
62: 6(float) CompositeExtract 52 1 3
63: 6(float) CompositeExtract 52 2 0
64: 6(float) CompositeExtract 52 2 1
65: 6(float) CompositeExtract 52 2 2
66: 6(float) CompositeExtract 52 2 3
67: 7(fvec4) CompositeConstruct 55 56 57 58
68: 7(fvec4) CompositeConstruct 59 60 61 62
69: 7(fvec4) CompositeConstruct 63 64 65 66
70: 16 CompositeConstruct 67 68 69
71: 29(ptr) AccessChain 22 28
72: 14(fvec3) Load 71
73: 7(fvec4) MatrixTimesVector 70 72
Store 48(r10) 73
77: 76(ptr) AccessChain 22 75
78: 16 Load 77
79: 38(ptr) AccessChain 22 37
80: 7(fvec4) Load 79
81: 6(float) CompositeExtract 80 0
82: 6(float) CompositeExtract 80 1
83: 6(float) CompositeExtract 80 2
84: 14(fvec3) CompositeConstruct 81 82 83
85: 7(fvec4) MatrixTimesVector 78 84
Store 74(r11) 85
87: 29(ptr) AccessChain 22 28
88: 14(fvec3) Load 87
89: 50(ptr) AccessChain 22 49
90: 13 Load 89
91: 6(float) CompositeExtract 90 0 0
92: 6(float) CompositeExtract 90 0 1
93: 6(float) CompositeExtract 90 0 2
94: 6(float) CompositeExtract 90 1 0
95: 6(float) CompositeExtract 90 1 1
96: 6(float) CompositeExtract 90 1 2
97: 6(float) CompositeExtract 90 2 0
98: 6(float) CompositeExtract 90 2 1
99: 6(float) CompositeExtract 90 2 2
100: 6(float) CompositeExtract 90 3 0
101: 6(float) CompositeExtract 90 3 1
102: 6(float) CompositeExtract 90 3 2
103: 14(fvec3) CompositeConstruct 91 92 93
104: 14(fvec3) CompositeConstruct 94 95 96
105: 14(fvec3) CompositeConstruct 97 98 99
106: 14(fvec3) CompositeConstruct 100 101 102
107: 15 CompositeConstruct 103 104 105 106
108: 7(fvec4) VectorTimesMatrix 88 107
Store 86(r20) 108
110: 38(ptr) AccessChain 22 37
111: 7(fvec4) Load 110
112: 6(float) CompositeExtract 111 0
113: 6(float) CompositeExtract 111 1
114: 6(float) CompositeExtract 111 2
115: 14(fvec3) CompositeConstruct 112 113 114
118: 117(ptr) AccessChain 22 116
119: 15 Load 118
120: 7(fvec4) VectorTimesMatrix 115 119
Store 109(r21) 120
121: 7(fvec4) Load 48(r10)
122: 7(fvec4) Load 74(r11)
123: 7(fvec4) FAdd 121 122
124: 7(fvec4) Load 86(r20)
125: 7(fvec4) FAdd 123 124
126: 7(fvec4) Load 109(r21)
127: 7(fvec4) FAdd 125 126
128: 6(float) Load 12(r00)
129: 7(fvec4) CompositeConstruct 128 128 128 128
130: 7(fvec4) FAdd 127 129
131: 6(float) Load 36(r01)
132: 7(fvec4) CompositeConstruct 131 131 131 131
133: 7(fvec4) FAdd 130 132
ReturnValue 133
FunctionEnd

View File

@ -0,0 +1,37 @@
// Test v*v, v*m, m*v, and m*m argument clamping.
cbuffer Matrix
{
float4x4 m44;
float4x3 m43;
float3x4 m34;
float2x4 m24;
float4x2 m42;
float4 v4;
float3 v3;
float2 v2;
}
float4 main() : SV_Target0
{
// v*v:
float r00 = mul(v2, v3); // float = float2*float3; // clamp to float2 dot product
float r01 = mul(v4, v2); // float = float4*float2; // clamp to float2 dot product
// v*m
float4 r10 = mul(v3, m44); // float4 = float3 * float4x4; // clamp mat to float3x4;
float4 r11 = mul(v4, m34); // truncate vector to vec3
// m*v
float4 r20 = mul(m44, v3); // float4 = float4x4 * float3; // clamp mat to float4x3;
float4 r21 = mul(m43, v4); // truncate vector to vec3
// // m*m
// float2x3 r30 = mul(m24, m33); // float2x3 = float2x4 * float3x3;
// float3x4 r31 = mul(m33, m24); // float3x4 = float3x3 * float2x4;
// float3x2 r32 = mul(m33, m42); // float3x2 = float3x3 * float4x2;
// float4x3 r33 = mul(m42, m33); // float4x3 = float4x2 * float3x3;
return r10 + r11 + r20 + r21 + r00 + r01; // + r30[0].x + r31[0] + r32[0].x + transpose(r33)[0];
}

View File

@ -1152,6 +1152,7 @@ public:
sampler.clear();
qualifier.clear();
qualifier.storage = q;
assert(!(isMatrix() && vectorSize != 0)); // prevent vectorSize != 0 on matrices
}
// for explicit precision qualifier
TType(TBasicType t, TStorageQualifier q, TPrecisionQualifier p, int vs = 1, int mc = 0, int mr = 0,
@ -1164,6 +1165,7 @@ public:
qualifier.storage = q;
qualifier.precision = p;
assert(p >= EpqNone && p <= EpqHigh);
assert(!(isMatrix() && vectorSize != 0)); // prevent vectorSize != 0 on matrices
}
// for turning a TPublicType into a TType, using a shallow copy
explicit TType(const TPublicType& p) :

View File

@ -238,6 +238,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.matrixSwizzle.vert", "ShaderFunction"},
{"hlsl.memberFunCall.frag", "main"},
{"hlsl.mintypes.frag", "main"},
{"hlsl.mul-truncate.frag", "main"},
{"hlsl.multiEntry.vert", "RealEntrypoint"},
{"hlsl.multiReturn.frag", "main"},
{"hlsl.matrixindex.frag", "main"},

View File

@ -5008,6 +5008,12 @@ TIntermTyped* HlslParseContext::handleFunctionCall(const TSourceLoc& loc, TFunct
bool builtIn = false;
int thisDepth = 0;
// For mat mul, the situation is unusual: we have to compare vector sizes to mat row or col sizes,
// and clamp the opposite arg. Since that's complex, we farm it off to a separate method.
// It doesn't naturally fall out of processing an argument at a time in isolation.
if (function->getName() == "mul")
addGenMulArgumentConversion(loc, *function, arguments);
TIntermAggregate* aggregate = arguments ? arguments->getAsAggregate() : nullptr;
// TODO: this needs improvement: there's no way at present to look up a signature in
@ -5169,6 +5175,68 @@ void HlslParseContext::pushFrontArguments(TIntermTyped* front, TIntermTyped*& ar
arguments = intermediate.growAggregate(front, arguments);
}
//
// HLSL allows mismatched dimensions on vec*mat, mat*vec, vec*vec, and mat*mat. This is a
// situation not well suited to resolution in intrinsic selection, but we can do so here, since we
// can look at both arguments insert explicit shape changes here, if required.
//
void HlslParseContext::addGenMulArgumentConversion(const TSourceLoc& loc, TFunction& call, TIntermTyped*& args)
{
TIntermAggregate* argAggregate = args ? args->getAsAggregate() : nullptr;
if (argAggregate == nullptr || argAggregate->getSequence().size() != 2) {
// It really ought to have two arguments.
error(loc, "expected: mul arguments", "", "");
return;
}
TIntermTyped* arg0 = argAggregate->getSequence()[0]->getAsTyped();
TIntermTyped* arg1 = argAggregate->getSequence()[1]->getAsTyped();
if (arg0->isVector() && arg1->isVector()) {
// For:
// vec * vec: it's handled during intrinsic selection, so while we could do it here,
// we can also ignore it, which is easier.
} else if (arg0->isVector() && arg1->isMatrix()) {
// vec * mat: we clamp the vec if the mat col is smaller, else clamp the mat col.
if (arg0->getVectorSize() < arg1->getMatrixCols()) {
// vec is smaller, so truncate larger mat dimension
const TType truncType(arg1->getBasicType(), arg1->getQualifier().storage, arg1->getQualifier().precision,
0, arg0->getVectorSize(), arg1->getMatrixRows());
arg1 = addConstructor(loc, arg1, truncType);
} else if (arg0->getVectorSize() > arg1->getMatrixCols()) {
// vec is larger, so truncate vec to mat size
const TType truncType(arg0->getBasicType(), arg0->getQualifier().storage, arg0->getQualifier().precision,
arg1->getMatrixCols());
arg0 = addConstructor(loc, arg0, truncType);
}
} else if (arg0->isMatrix() && arg1->isVector()) {
// mat * vec: we clamp the vec if the mat col is smaller, else clamp the mat col.
if (arg1->getVectorSize() < arg0->getMatrixRows()) {
// vec is smaller, so truncate larger mat dimension
const TType truncType(arg0->getBasicType(), arg0->getQualifier().storage, arg0->getQualifier().precision,
0, arg0->getMatrixCols(), arg1->getVectorSize());
arg0 = addConstructor(loc, arg0, truncType);
} else if (arg1->getVectorSize() > arg0->getMatrixRows()) {
// vec is larger, so truncate vec to mat size
const TType truncType(arg1->getBasicType(), arg1->getQualifier().storage, arg1->getQualifier().precision,
arg0->getMatrixRows());
arg1 = addConstructor(loc, arg1, truncType);
}
} else if (arg0->isMatrix() && arg1->isMatrix()) {
// mat * mat
} else {
// It's something with scalars: we'll just leave it alone.
}
// Put arguments back.
argAggregate->getSequence()[0] = arg0;
argAggregate->getSequence()[1] = arg1;
call[0].type = &arg0->getWritableType();
call[1].type = &arg1->getWritableType();
}
//
// Add any needed implicit conversions for function-call arguments to input parameters.
//
@ -7015,6 +7083,7 @@ void HlslParseContext::mergeObjectLayoutQualifiers(TQualifier& dst, const TQuali
}
}
//
// Look up a function name in the symbol table, and make sure it is a function.
//

View File

@ -141,6 +141,7 @@ public:
void checkNoShaderLayouts(const TSourceLoc&, const TShaderQualifiers&);
const TFunction* findFunction(const TSourceLoc& loc, TFunction& call, bool& builtIn, int& thisDepth, TIntermTyped*& args);
void addGenMulArgumentConversion(const TSourceLoc& loc, TFunction& call, TIntermTyped*& args);
void declareTypedef(const TSourceLoc&, const TString& identifier, const TType&);
void declareStruct(const TSourceLoc&, TString& structName, TType&);
TSymbol* lookupUserType(const TString&, TType&);