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HLSL: phase 1: add RWTexture and RWBuffer
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There's a lot to do for RWTexture and RWBuffer, so it will be broken up into
several PRs.  This is #1.

This adds RWTexture and RWBuffer support, with the following limitations:
  * Only 4 component formats supported
  * No operator[] yet

Those will be added in other PRs.

This PR supports declarations and the Load & GetDimensions methods.  New tests are
added.
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steve-lunarg committed Oct 6, 2016
1 parent 9065ed8 commit bb0183f
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Showing 14 changed files with 2,483 additions and 39 deletions.
1,082 changes: 1,082 additions & 0 deletions Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out

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200 changes: 200 additions & 0 deletions Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out
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hlsl.load.rwbuffer.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:22 Function Parameters:
0:? Sequence
0:25 imageLoad (global 4-component vector of float)
0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad (global 4-component vector of uint)
0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad (global 4-component vector of int)
0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child (temp 4-component vector of float)
0:29 Color: direct index for structure (temp 4-component vector of float)
0:29 'psout' (temp structure{temp 4-component vector of float Color})
0:29 Constant:
0:29 0 (const int)
0:29 Constant:
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:31 Sequence
0:31 Sequence
0:31 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:31 Color: direct index for structure (temp 4-component vector of float)
0:31 'psout' (temp structure{temp 4-component vector of float Color})
0:31 Constant:
0:31 0 (const int)
0:31 Branch: Return
0:? Linker Objects
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})


Linked fragment stage:


Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:22 Function Parameters:
0:? Sequence
0:25 imageLoad (global 4-component vector of float)
0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad (global 4-component vector of uint)
0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad (global 4-component vector of int)
0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child (temp 4-component vector of float)
0:29 Color: direct index for structure (temp 4-component vector of float)
0:29 'psout' (temp structure{temp 4-component vector of float Color})
0:29 Constant:
0:29 0 (const int)
0:29 Constant:
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:31 Sequence
0:31 Sequence
0:31 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:31 Color: direct index for structure (temp 4-component vector of float)
0:31 'psout' (temp structure{temp 4-component vector of float Color})
0:31 Constant:
0:31 0 (const int)
0:31 Branch: Return
0:? Linker Objects
0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})

// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 52

Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 48
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tBuffF"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 27 "g_tBuffU"
Name 35 "g_tBuffI"
Name 40 "PS_OUTPUT"
MemberName 40(PS_OUTPUT) 0 "Color"
Name 42 "psout"
Name 48 "Color"
Decorate 9(g_tBuffF) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 27(g_tBuffU) DescriptorSet 0
Decorate 35(g_tBuffI) DescriptorSet 0
Decorate 48(Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) Buffer nonsampled format:Rgba32f
8: TypePointer UniformConstant 7
9(g_tBuffF): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 2
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 0
19: TypePointer Uniform 11(int)
22: TypeVector 6(float) 4
24: TypeInt 32 0
25: TypeImage 24(int) Buffer nonsampled format:Rgba32ui
26: TypePointer UniformConstant 25
27(g_tBuffU): 26(ptr) Variable UniformConstant
31: TypeVector 24(int) 4
33: TypeImage 11(int) Buffer nonsampled format:Rgba32i
34: TypePointer UniformConstant 33
35(g_tBuffI): 34(ptr) Variable UniformConstant
40(PS_OUTPUT): TypeStruct 22(fvec4)
41: TypePointer Function 40(PS_OUTPUT)
43: 6(float) Constant 1065353216
44: 22(fvec4) ConstantComposite 43 43 43 43
45: TypePointer Function 22(fvec4)
47: TypePointer Output 22(fvec4)
48(Color): 47(ptr) Variable Output
4(main): 2 Function None 3
5: Label
42(psout): 41(ptr) Variable Function
10: 7 Load 9(g_tBuffF)
20: 19(ptr) AccessChain 17 18
21: 11(int) Load 20
23: 22(fvec4) ImageRead 10 21
28: 25 Load 27(g_tBuffU)
29: 19(ptr) AccessChain 17 18
30: 11(int) Load 29
32: 31(ivec4) ImageRead 28 30
36: 33 Load 35(g_tBuffI)
37: 19(ptr) AccessChain 17 18
38: 11(int) Load 37
39: 14(ivec4) ImageRead 36 38
46: 45(ptr) AccessChain 42(psout) 18
Store 46 44
49: 45(ptr) AccessChain 42(psout) 18
50: 22(fvec4) Load 49
Store 48(Color) 50
Return
FunctionEnd
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