glslang/Test/baseResults/hlsl.array.frag.out
John Kessenich 02467d8d94 HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master.

This also leads to a variety of other simplifications.
 - IO are global symbols, so only need one list of linkage nodes (deferred)
 - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized
 - several parts of splitting/flattening are now localized
2017-02-06 22:58:32 -07:00

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hlsl.array.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (in int)
0:8 'input' (in 3-element array of 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 Constant:
0:10 2 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 Constant:
0:10 5 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' (in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (in int)
0:8 Function Definition: PixelShaderFunction( (temp void)
0:8 Function Parameters:
0:? Sequence
0:8 move second child to first child (temp int)
0:? 'i' (temp int)
0:? 'i' (layout(location=0 ) in int)
0:8 move second child to first child (temp 3-element array of 4-component vector of float)
0:? 'input' (temp 3-element array of 4-component vector of float)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:8 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:? 'i' (temp int)
0:? 'input' (temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'i' (layout(location=0 ) in int)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (in int)
0:8 'input' (in 3-element array of 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 Constant:
0:10 2 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'input' (in 3-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 direct index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 Constant:
0:10 5 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'b' (temp 10-element array of 4-component vector of float)
0:10 'i' (in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' (in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (in int)
0:8 Function Definition: PixelShaderFunction( (temp void)
0:8 Function Parameters:
0:? Sequence
0:8 move second child to first child (temp int)
0:? 'i' (temp int)
0:? 'i' (layout(location=0 ) in int)
0:8 move second child to first child (temp 3-element array of 4-component vector of float)
0:? 'input' (temp 3-element array of 4-component vector of float)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:8 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:? 'i' (temp int)
0:? 'input' (temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'i' (layout(location=0 ) in int)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 81
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 68 72 75
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 17 "@PixelShaderFunction(i1;vf4[3];"
Name 15 "i"
Name 16 "input"
Name 23 ""
MemberName 23 0 "m"
Name 26 "$Global"
MemberName 26($Global) 0 "a"
MemberName 26($Global) 1 "s"
Name 28 ""
Name 50 "b"
Name 66 "i"
Name 68 "i"
Name 70 "input"
Name 72 "input"
Name 75 "@entryPointOutput"
Name 76 "param"
Name 78 "param"
Decorate 20 ArrayStride 16
Decorate 22 ArrayStride 16
MemberDecorate 23 0 Offset 0
Decorate 25 ArrayStride 112
MemberDecorate 26($Global) 0 Offset 0
MemberDecorate 26($Global) 1 Offset 64
Decorate 26($Global) Block
Decorate 28 DescriptorSet 0
Decorate 68(i) Location 0
Decorate 72(input) Location 1
Decorate 75(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Function 6(int)
8: TypeFloat 32
9: TypeVector 8(float) 4
10: TypeInt 32 0
11: 10(int) Constant 3
12: TypeArray 9(fvec4) 11
13: TypePointer Function 12
14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
19: 10(int) Constant 4
20: TypeArray 9(fvec4) 19
21: 10(int) Constant 7
22: TypeArray 9(fvec4) 21
23: TypeStruct 22
24: 10(int) Constant 11
25: TypeArray 23(struct) 24
26($Global): TypeStruct 20 25
27: TypePointer Uniform 26($Global)
28: 27(ptr) Variable Uniform
29: 6(int) Constant 0
30: 6(int) Constant 1
31: TypePointer Uniform 9(fvec4)
38: 6(int) Constant 2
39: TypePointer Function 9(fvec4)
47: 10(int) Constant 10
48: TypeArray 9(fvec4) 47
49: TypePointer Function 48
51: 6(int) Constant 5
67: TypePointer Input 6(int)
68(i): 67(ptr) Variable Input
71: TypePointer Input 12
72(input): 71(ptr) Variable Input
74: TypePointer Output 9(fvec4)
75(@entryPointOutput): 74(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
66(i): 7(ptr) Variable Function
70(input): 13(ptr) Variable Function
76(param): 7(ptr) Variable Function
78(param): 13(ptr) Variable Function
69: 6(int) Load 68(i)
Store 66(i) 69
73: 12 Load 72(input)
Store 70(input) 73
77: 6(int) Load 66(i)
Store 76(param) 77
79: 12 Load 70(input)
Store 78(param) 79
80: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 76(param) 78(param)
Store 75(@entryPointOutput) 80
Return
FunctionEnd
17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14
15(i): 7(ptr) FunctionParameter
16(input): 13(ptr) FunctionParameter
18: Label
50(b): 49(ptr) Variable Function
32: 31(ptr) AccessChain 28 29 30
33: 9(fvec4) Load 32
34: 6(int) Load 15(i)
35: 31(ptr) AccessChain 28 29 34
36: 9(fvec4) Load 35
37: 9(fvec4) FAdd 33 36
40: 39(ptr) AccessChain 16(input) 38
41: 9(fvec4) Load 40
42: 9(fvec4) FAdd 37 41
43: 6(int) Load 15(i)
44: 39(ptr) AccessChain 16(input) 43
45: 9(fvec4) Load 44
46: 9(fvec4) FAdd 42 45
52: 39(ptr) AccessChain 50(b) 51
53: 9(fvec4) Load 52
54: 9(fvec4) FAdd 46 53
55: 6(int) Load 15(i)
56: 39(ptr) AccessChain 50(b) 55
57: 9(fvec4) Load 56
58: 9(fvec4) FAdd 54 57
59: 6(int) Load 15(i)
60: 6(int) Load 15(i)
61: 31(ptr) AccessChain 28 30 59 29 60
62: 9(fvec4) Load 61
63: 9(fvec4) FAdd 58 62
ReturnValue 63
FunctionEnd