glslang/Test/baseResults/hlsl.partialFlattenMixed.vert.out
John Kessenich dc005fb083 HLSL: Stop flattening non-IO structs containing opaques.
This makes struct returns from functions work, but breaks
structs containing arrays, due to limitations in subsequent
transforms in spirv-opt. This is expected to be fixed soon.
2017-12-08 04:30:29 -07:00

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hlsl.partialFlattenMixed.vert
WARNING: AST will form illegal SPIR-V; need to transform to legalize
Shader version: 500
0:? Sequence
0:10 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:10 Function Parameters:
0:10 'pos' ( in 4-component vector of float)
0:? Sequence
0:13 Sequence
0:13 move second child to first child ( temp texture2D)
0:13 direct index ( temp texture2D)
0:13 membTex: direct index for structure ( temp 2-element array of texture2D)
0:13 'packed' ( temp structure{ temp int a, temp 2-element array of texture2D membTex, temp int b})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:? 'tex[0]' ( uniform texture2D)
0:13 move second child to first child ( temp texture2D)
0:13 direct index ( temp texture2D)
0:13 membTex: direct index for structure ( temp 2-element array of texture2D)
0:13 'packed' ( temp structure{ temp int a, temp 2-element array of texture2D membTex, temp int b})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 1 (const int)
0:? 'tex[1]' ( uniform texture2D)
0:15 Branch: Return with expression
0:15 'pos' ( in 4-component vector of float)
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:10 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex[0]' ( uniform texture2D)
0:? 'tex[1]' ( uniform texture2D)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'pos' (layout( location=0) in 4-component vector of float)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:10 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:10 Function Parameters:
0:10 'pos' ( in 4-component vector of float)
0:? Sequence
0:13 Sequence
0:13 move second child to first child ( temp texture2D)
0:13 direct index ( temp texture2D)
0:13 membTex: direct index for structure ( temp 2-element array of texture2D)
0:13 'packed' ( temp structure{ temp int a, temp 2-element array of texture2D membTex, temp int b})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:? 'tex[0]' ( uniform texture2D)
0:13 move second child to first child ( temp texture2D)
0:13 direct index ( temp texture2D)
0:13 membTex: direct index for structure ( temp 2-element array of texture2D)
0:13 'packed' ( temp structure{ temp int a, temp 2-element array of texture2D membTex, temp int b})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 1 (const int)
0:? 'tex[1]' ( uniform texture2D)
0:15 Branch: Return with expression
0:15 'pos' ( in 4-component vector of float)
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:10 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex[0]' ( uniform texture2D)
0:? 'tex[1]' ( uniform texture2D)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'pos' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 43
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 36 39
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "pos"
Name 18 "Packed"
MemberName 18(Packed) 0 "a"
MemberName 18(Packed) 1 "membTex"
MemberName 18(Packed) 2 "b"
Name 20 "packed"
Name 24 "tex[0]"
Name 28 "tex[1]"
Name 34 "pos"
Name 36 "pos"
Name 39 "@entryPointOutput"
Name 40 "param"
Decorate 24(tex[0]) DescriptorSet 0
Decorate 28(tex[1]) DescriptorSet 0
Decorate 36(pos) Location 0
Decorate 39(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypeInt 32 1
14: TypeImage 6(float) 2D sampled format:Unknown
15: TypeInt 32 0
16: 15(int) Constant 2
17: TypeArray 14 16
18(Packed): TypeStruct 13(int) 17 13(int)
19: TypePointer Function 18(Packed)
21: 13(int) Constant 1
22: 13(int) Constant 0
23: TypePointer UniformConstant 14
24(tex[0]): 23(ptr) Variable UniformConstant
26: TypePointer Function 14
28(tex[1]): 23(ptr) Variable UniformConstant
35: TypePointer Input 7(fvec4)
36(pos): 35(ptr) Variable Input
38: TypePointer Output 7(fvec4)
39(@entryPointOutput): 38(ptr) Variable Output
4(main): 2 Function None 3
5: Label
34(pos): 8(ptr) Variable Function
40(param): 8(ptr) Variable Function
37: 7(fvec4) Load 36(pos)
Store 34(pos) 37
41: 7(fvec4) Load 34(pos)
Store 40(param) 41
42: 7(fvec4) FunctionCall 11(@main(vf4;) 40(param)
Store 39(@entryPointOutput) 42
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(pos): 8(ptr) FunctionParameter
12: Label
20(packed): 19(ptr) Variable Function
25: 14 Load 24(tex[0])
27: 26(ptr) AccessChain 20(packed) 21 22
Store 27 25
29: 14 Load 28(tex[1])
30: 26(ptr) AccessChain 20(packed) 21 21
Store 30 29
31: 7(fvec4) Load 10(pos)
ReturnValue 31
FunctionEnd