glslang/Test/baseResults/hlsl.amend.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.amend.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale (temp 4-component vector of float)
0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout(offset=16 ) uniform float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:5 Function Definition: f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 Function Call: @f1( (temp void)
0:12 Function Definition: f2( (temp void)
0:12 Function Parameters:
0:? Sequence
0:13 add (temp float)
0:13 add (temp float)
0:13 direct index (temp float)
0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout(offset=16 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index (temp float)
0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
0:13 0 (const int)
0:17 Function Definition: f3( (temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( (temp void)
0:24 Function Parameters:
0:? Sequence
0:25 vector-scale (temp 4-component vector of float)
0:25 Convert int to float (temp float)
0:25 d: direct index for structure (layout(offset=44 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:6 vector-scale (temp 4-component vector of float)
0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 0 (const uint)
0:6 b: direct index for structure (layout(offset=16 ) uniform float)
0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:6 Constant:
0:6 1 (const uint)
0:5 Function Definition: f1( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 Function Call: @f1( (temp void)
0:12 Function Definition: f2( (temp void)
0:12 Function Parameters:
0:? Sequence
0:13 add (temp float)
0:13 add (temp float)
0:13 direct index (temp float)
0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 0 (const int)
0:13 b: direct index for structure (layout(offset=16 ) uniform float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 1 (const uint)
0:13 direct index (temp float)
0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:13 Constant:
0:13 2 (const uint)
0:13 Constant:
0:13 0 (const int)
0:17 Function Definition: f3( (temp void)
0:17 Function Parameters:
0:? Sequence
0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:18 Constant:
0:18 2 (const uint)
0:24 Function Definition: f4( (temp void)
0:24 Function Parameters:
0:? Sequence
0:25 vector-scale (temp 4-component vector of float)
0:25 Convert int to float (temp float)
0:25 d: direct index for structure (layout(offset=44 ) uniform int)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 3 (const uint)
0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
0:25 Constant:
0:25 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 50
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "f1"
ExecutionMode 4 OriginUpperLeft
Name 4 "f1"
Name 6 "@f1("
Name 8 "f2("
Name 10 "f3("
Name 12 "f4("
Name 18 "$Global"
MemberName 18($Global) 0 "a"
MemberName 18($Global) 1 "b"
MemberName 18($Global) 2 "c"
MemberName 18($Global) 3 "d"
MemberName 18($Global) 4 "e"
Name 20 ""
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 16
MemberDecorate 18($Global) 2 Offset 32
MemberDecorate 18($Global) 3 Offset 44
MemberDecorate 18($Global) 4 Offset 48
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
14: TypeFloat 32
15: TypeVector 14(float) 4
16: TypeVector 14(float) 3
17: TypeInt 32 1
18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int)
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: 17(int) Constant 0
22: TypePointer Uniform 15(fvec4)
25: 17(int) Constant 1
26: TypePointer Uniform 14(float)
31: TypeInt 32 0
32: 31(int) Constant 0
38: 17(int) Constant 2
42: 17(int) Constant 3
43: TypePointer Uniform 17(int)
4(f1): 2 Function None 3
5: Label
30: 2 FunctionCall 6(@f1()
Return
FunctionEnd
6(@f1(): 2 Function None 3
7: Label
23: 22(ptr) AccessChain 20 21
24: 15(fvec4) Load 23
27: 26(ptr) AccessChain 20 25
28: 14(float) Load 27
29: 15(fvec4) VectorTimesScalar 24 28
Return
FunctionEnd
8(f2(): 2 Function None 3
9: Label
33: 26(ptr) AccessChain 20 21 32
34: 14(float) Load 33
35: 26(ptr) AccessChain 20 25
36: 14(float) Load 35
37: 14(float) FAdd 34 36
39: 26(ptr) AccessChain 20 38 32
40: 14(float) Load 39
41: 14(float) FAdd 37 40
Return
FunctionEnd
10(f3(): 2 Function None 3
11: Label
Return
FunctionEnd
12(f4(): 2 Function None 3
13: Label
44: 43(ptr) AccessChain 20 42
45: 17(int) Load 44
46: 14(float) ConvertSToF 45
47: 22(ptr) AccessChain 20 21
48: 15(fvec4) Load 47
49: 15(fvec4) VectorTimesScalar 48 46
Return
FunctionEnd