glslang/Test/baseResults/hlsl.partialInit.frag.out

568 lines
27 KiB
Plaintext
Executable File

hlsl.partialInit.frag
WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'gv' ( global 4-component vector of float)
0:8 Constant:
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 0.000000
0:9 Sequence
0:9 move second child to first child ( temp 3-element array of float)
0:9 'gfa' ( global 3-element array of float)
0:9 Constant:
0:9 0.000000
0:9 0.000000
0:9 0.000000
0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Parameters:
0:18 'input' ( in 4-component vector of float)
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 3 (const int)
0:19 0.000000
0:19 false (const bool)
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:21 move second child to first child ( temp 4-component vector of float)
0:21 v: direct index for structure ( temp 4-component vector of float)
0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 3 (const int)
0:21 vector-scale ( temp 4-component vector of float)
0:21 'gv' ( global 4-component vector of float)
0:21 direct index ( temp float)
0:21 'gfa' ( global 3-element array of float)
0:21 Constant:
0:21 2 (const int)
0:22 Sequence
0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 Constant:
0:22 0 (const int)
0:22 0.000000
0:22 false (const bool)
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:23 Sequence
0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 Constant:
0:23 0 (const int)
0:23 0.000000
0:23 false (const bool)
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 Constant:
0:24 0 (const int)
0:24 0.000000
0:24 false (const bool)
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:25 move second child to first child ( temp bool)
0:25 c: direct index for structure ( temp bool)
0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:25 c: direct index for structure ( temp bool)
0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 Constant:
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0 (const int)
0:26 0.000000
0:26 false (const bool)
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 false (const bool)
0:28 Sequence
0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
0:28 Constant:
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'cgi' ( temp int)
0:29 Constant:
0:29 0 (const int)
0:30 move second child to first child ( temp float)
0:30 b: direct index for structure ( temp float)
0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:30 Constant:
0:30 1 (const int)
0:30 component-wise multiply ( temp float)
0:30 direct index ( temp float)
0:30 direct index ( temp 2-component vector of float)
0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 Convert int to float ( temp float)
0:30 'cgi' ( temp int)
0:32 Branch: Return with expression
0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Definition: PixelShaderFunction( ( temp void)
0:18 Function Parameters:
0:? Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:? 'input' ( temp 4-component vector of float)
0:18 move second child to first child ( temp int)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:18 a: direct index for structure ( temp int)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 0 (const int)
0:18 move second child to first child ( temp float)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:18 b: direct index for structure ( temp float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 1 (const int)
0:18 move second child to first child ( temp bool)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:18 c: direct index for structure ( temp bool)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 2 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:18 v: direct index for structure ( temp 4-component vector of float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 3 (const int)
0:? Linker Objects
0:? 'gv' ( global 4-component vector of float)
0:? 'gfa' ( global 3-element array of float)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'ci' ( const int)
0:? 0 (const int)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'gv' ( global 4-component vector of float)
0:8 Constant:
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 0.000000
0:9 Sequence
0:9 move second child to first child ( temp 3-element array of float)
0:9 'gfa' ( global 3-element array of float)
0:9 Constant:
0:9 0.000000
0:9 0.000000
0:9 0.000000
0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Parameters:
0:18 'input' ( in 4-component vector of float)
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 3 (const int)
0:19 0.000000
0:19 false (const bool)
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:21 move second child to first child ( temp 4-component vector of float)
0:21 v: direct index for structure ( temp 4-component vector of float)
0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 3 (const int)
0:21 vector-scale ( temp 4-component vector of float)
0:21 'gv' ( global 4-component vector of float)
0:21 direct index ( temp float)
0:21 'gfa' ( global 3-element array of float)
0:21 Constant:
0:21 2 (const int)
0:22 Sequence
0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 Constant:
0:22 0 (const int)
0:22 0.000000
0:22 false (const bool)
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:23 Sequence
0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 Constant:
0:23 0 (const int)
0:23 0.000000
0:23 false (const bool)
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 Constant:
0:24 0 (const int)
0:24 0.000000
0:24 false (const bool)
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:25 move second child to first child ( temp bool)
0:25 c: direct index for structure ( temp bool)
0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:25 c: direct index for structure ( temp bool)
0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 Constant:
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0 (const int)
0:26 0.000000
0:26 false (const bool)
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 false (const bool)
0:28 Sequence
0:28 move second child to first child ( temp 4-element array of 2-component vector of float)
0:28 'gf2a' ( temp 4-element array of 2-component vector of float)
0:28 Constant:
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'cgi' ( temp int)
0:29 Constant:
0:29 0 (const int)
0:30 move second child to first child ( temp float)
0:30 b: direct index for structure ( temp float)
0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:30 Constant:
0:30 1 (const int)
0:30 component-wise multiply ( temp float)
0:30 direct index ( temp float)
0:30 direct index ( temp 2-component vector of float)
0:30 'gf2a' ( temp 4-element array of 2-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 Convert int to float ( temp float)
0:30 'cgi' ( temp int)
0:32 Branch: Return with expression
0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Definition: PixelShaderFunction( ( temp void)
0:18 Function Parameters:
0:? Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:? 'input' ( temp 4-component vector of float)
0:18 move second child to first child ( temp int)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:18 a: direct index for structure ( temp int)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 0 (const int)
0:18 move second child to first child ( temp float)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:18 b: direct index for structure ( temp float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 1 (const int)
0:18 move second child to first child ( temp bool)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:18 c: direct index for structure ( temp bool)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 2 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:18 v: direct index for structure ( temp 4-component vector of float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 3 (const int)
0:? Linker Objects
0:? 'gv' ( global 4-component vector of float)
0:? 'gfa' ( global 3-element array of float)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'ci' ( const int)
0:? 0 (const int)
// Module Version 10000
// Generated by (magic number): 80004
// Id's are bound by 104
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "outs"
MemberName 11(outs) 0 "a"
MemberName 11(outs) 1 "b"
MemberName 11(outs) 2 "c"
MemberName 11(outs) 3 "v"
Name 14 "@PixelShaderFunction(vf4;"
Name 13 "input"
Name 17 "gv"
Name 25 "gfa"
Name 28 "o2"
Name 33 "o4"
Name 41 "o1"
Name 44 "o3"
Name 51 "Nest"
MemberName 51(Nest) 0 "m"
MemberName 51(Nest) 1 "os"
MemberName 51(Nest) 2 "b"
Name 53 "nest"
Name 61 "gf2a"
Name 65 "cgi"
Name 78 "input"
Name 80 "input"
Name 82 "flattenTemp"
Name 83 "param"
Name 87 "@entryPointOutput.a"
Name 91 "@entryPointOutput.b"
Name 95 "@entryPointOutput.c"
Name 99 "@entryPointOutput.v"
Decorate 80(input) Location 0
Decorate 87(@entryPointOutput.a) Location 0
Decorate 91(@entryPointOutput.b) Location 1
Decorate 95(@entryPointOutput.c) Location 2
Decorate 99(@entryPointOutput.v) Location 3
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeInt 32 1
10: TypeBool
11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
12: TypeFunction 11(outs) 8(ptr)
16: TypePointer Private 7(fvec4)
17(gv): 16(ptr) Variable Private
18: 6(float) Constant 0
19: 6(float) Constant 1065353216
20: 7(fvec4) ConstantComposite 18 18 19 18
21: TypeInt 32 0
22: 21(int) Constant 3
23: TypeArray 6(float) 22
24: TypePointer Private 23
25(gfa): 24(ptr) Variable Private
26: 23 ConstantComposite 18 18 18
27: TypePointer Function 11(outs)
29: 9(int) Constant 3
30: 10(bool) ConstantFalse
31: 7(fvec4) ConstantComposite 18 18 18 18
32: 11(outs) ConstantComposite 29 18 30 31
35: 9(int) Constant 2
36: TypePointer Private 6(float)
42: 9(int) Constant 0
43: 11(outs) ConstantComposite 42 18 30 31
45: TypePointer Function 10(bool)
49: TypeVector 6(float) 3
50: TypeMatrix 49(fvec3) 4
51(Nest): TypeStruct 50 11(outs) 10(bool)
52: TypePointer Function 51(Nest)
54: 49(fvec3) ConstantComposite 18 18 18
55: 50 ConstantComposite 54 54 54 54
56: 51(Nest) ConstantComposite 55 43 30
57: TypeVector 6(float) 2
58: 21(int) Constant 4
59: TypeArray 57(fvec2) 58
60: TypePointer Function 59
62: 57(fvec2) ConstantComposite 18 18
63: 59 ConstantComposite 62 62 62 62
64: TypePointer Function 9(int)
66: 9(int) Constant 1
67: 21(int) Constant 1
68: TypePointer Function 6(float)
79: TypePointer Input 7(fvec4)
80(input): 79(ptr) Variable Input
86: TypePointer Output 9(int)
87(@entryPointOutput.a): 86(ptr) Variable Output
90: TypePointer Output 6(float)
91(@entryPointOutput.b): 90(ptr) Variable Output
94: TypePointer Output 10(bool)
95(@entryPointOutput.c): 94(ptr) Variable Output
98: TypePointer Output 7(fvec4)
99(@entryPointOutput.v): 98(ptr) Variable Output
102: TypeArray 57(fvec2) 22
103: 102 ConstantComposite 62 62 62
4(PixelShaderFunction): 2 Function None 3
5: Label
78(input): 8(ptr) Variable Function
82(flattenTemp): 27(ptr) Variable Function
83(param): 8(ptr) Variable Function
Store 17(gv) 20
Store 25(gfa) 26
81: 7(fvec4) Load 80(input)
Store 78(input) 81
84: 7(fvec4) Load 78(input)
Store 83(param) 84
85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
Store 82(flattenTemp) 85
88: 64(ptr) AccessChain 82(flattenTemp) 42
89: 9(int) Load 88
Store 87(@entryPointOutput.a) 89
92: 68(ptr) AccessChain 82(flattenTemp) 66
93: 6(float) Load 92
Store 91(@entryPointOutput.b) 93
96: 45(ptr) AccessChain 82(flattenTemp) 35
97: 10(bool) Load 96
Store 95(@entryPointOutput.c) 97
100: 8(ptr) AccessChain 82(flattenTemp) 29
101: 7(fvec4) Load 100
Store 99(@entryPointOutput.v) 101
Return
FunctionEnd
14(@PixelShaderFunction(vf4;): 11(outs) Function None 12
13(input): 8(ptr) FunctionParameter
15: Label
28(o2): 27(ptr) Variable Function
33(o4): 27(ptr) Variable Function
41(o1): 27(ptr) Variable Function
44(o3): 27(ptr) Variable Function
53(nest): 52(ptr) Variable Function
61(gf2a): 60(ptr) Variable Function
65(cgi): 64(ptr) Variable Function
Store 28(o2) 32
34: 7(fvec4) Load 17(gv)
37: 36(ptr) AccessChain 25(gfa) 35
38: 6(float) Load 37
39: 7(fvec4) VectorTimesScalar 34 38
40: 8(ptr) AccessChain 33(o4) 29
Store 40 39
Store 41(o1) 43
Store 44(o3) 43
Store 33(o4) 43
46: 45(ptr) AccessChain 41(o1) 35
47: 10(bool) Load 46
48: 45(ptr) AccessChain 33(o4) 35
Store 48 47
Store 53(nest) 56
Store 61(gf2a) 63
Store 65(cgi) 42
69: 68(ptr) AccessChain 61(gf2a) 35 67
70: 6(float) Load 69
71: 9(int) Load 65(cgi)
72: 6(float) ConvertSToF 71
73: 6(float) FMul 70 72
74: 68(ptr) AccessChain 33(o4) 66
Store 74 73
75: 11(outs) Load 33(o4)
ReturnValue 75
FunctionEnd