mirror of
https://github.com/RPCS3/glslang.git
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02467d8d94
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
127 lines
5.1 KiB
Plaintext
Executable File
127 lines
5.1 KiB
Plaintext
Executable File
hlsl.shapeConvRet.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: foo( (temp 3-component vector of int)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 Constant:
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0:3 13 (const int)
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0:3 13 (const int)
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0:3 13 (const int)
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0:7 Function Definition: @main(f1; (temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'f' (in float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 Construct vec4 (temp 4-component vector of float)
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0:8 'f' (in float)
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0:7 Function Definition: main( (temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:? 'f' (temp float)
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0:? 'f' (layout(location=0 ) in float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:7 Function Call: @main(f1; (temp 4-component vector of float)
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0:? 'f' (temp float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'f' (layout(location=0 ) in float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: foo( (temp 3-component vector of int)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 Constant:
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0:3 13 (const int)
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0:3 13 (const int)
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0:3 13 (const int)
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0:7 Function Definition: @main(f1; (temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'f' (in float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 Construct vec4 (temp 4-component vector of float)
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0:8 'f' (in float)
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0:7 Function Definition: main( (temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child (temp float)
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0:? 'f' (temp float)
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0:? 'f' (layout(location=0 ) in float)
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0:7 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:7 Function Call: @main(f1; (temp 4-component vector of float)
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0:? 'f' (temp float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'f' (layout(location=0 ) in float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 35
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 28 31
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "foo("
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Name 16 "@main(f1;"
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Name 15 "f"
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Name 26 "f"
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Name 28 "f"
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Name 31 "@entryPointOutput"
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Name 32 "param"
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Decorate 28(f) Location 0
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Decorate 31(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypeVector 6(int) 3
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8: TypeFunction 7(ivec3)
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11: TypeFloat 32
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12: TypePointer Function 11(float)
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13: TypeVector 11(float) 4
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14: TypeFunction 13(fvec4) 12(ptr)
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18: 6(int) Constant 13
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19: 7(ivec3) ConstantComposite 18 18 18
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27: TypePointer Input 11(float)
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28(f): 27(ptr) Variable Input
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30: TypePointer Output 13(fvec4)
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31(@entryPointOutput): 30(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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26(f): 12(ptr) Variable Function
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32(param): 12(ptr) Variable Function
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29: 11(float) Load 28(f)
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Store 26(f) 29
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33: 11(float) Load 26(f)
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Store 32(param) 33
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34: 13(fvec4) FunctionCall 16(@main(f1;) 32(param)
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Store 31(@entryPointOutput) 34
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Return
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FunctionEnd
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9(foo(): 7(ivec3) Function None 8
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10: Label
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ReturnValue 19
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FunctionEnd
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16(@main(f1;): 13(fvec4) Function None 14
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15(f): 12(ptr) FunctionParameter
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17: Label
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22: 11(float) Load 15(f)
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23: 13(fvec4) CompositeConstruct 22 22 22 22
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ReturnValue 23
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FunctionEnd
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