glslang/Test/baseResults/hlsl.struct.split.trivial.geom.out
steve-lunarg 132d331870 HLSL: struct splitting: assignments of hierarchical split types
This commit adds support for copying nested hierarchical types of split
types.  E.g, a struct of a struct containing both user and builtin interstage
IO variables.

When copying split types, if any subtree does NOT contain builtin interstage
IO, we can copy the whole subtree with one assignment, which saves a bunch
of AST verbosity for memberwise copies of that subtree.
2016-12-26 20:17:13 -07:00

176 lines
7.6 KiB
Plaintext

hlsl.struct.split.trivial.geom
Shader version: 450
invocations = -1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void)
0:14 Function Parameters:
0:14 'i' (in 3-element array of structure{temp 4-component vector of float Position pos})
0:14 'ts' (out structure{temp 4-component vector of float Position pos})
0:? Sequence
0:17 Sequence
0:17 move second child to first child (temp int)
0:17 'x' (temp int)
0:17 Constant:
0:17 0 (const int)
0:17 Loop with condition tested first
0:17 Loop Condition
0:17 Compare Less Than (temp bool)
0:17 'x' (temp int)
0:17 Constant:
0:17 3 (const int)
0:17 Loop Body
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 pos: direct index for structure (temp 4-component vector of float)
0:18 'o' (temp structure{temp 4-component vector of float pos})
0:18 Constant:
0:18 0 (const int)
0:18 indirect index (temp 4-component vector of float Position)
0:18 'i.pos' (in 3-element array of 4-component vector of float Position)
0:18 'x' (temp int)
0:19 Sequence
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? 'ts.pos' (out 4-component vector of float Position)
0:19 pos: direct index for structure (temp 4-component vector of float)
0:19 'o' (temp structure{temp 4-component vector of float pos})
0:19 Constant:
0:19 0 (const int)
0:19 EmitVertex (temp void)
0:17 Loop Terminal Expression
0:17 Pre-Increment (temp int)
0:17 'x' (temp int)
0:? Linker Objects
0:? 'i.pos' (in 3-element array of 4-component vector of float Position)
0:? 'ts.pos' (out 4-component vector of float Position)
Linked geometry stage:
Shader version: 450
invocations = 1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main(struct-PS_IN-vf41[3];struct-GS_OUT-vf41; (temp void)
0:14 Function Parameters:
0:14 'i' (in 3-element array of structure{temp 4-component vector of float Position pos})
0:14 'ts' (out structure{temp 4-component vector of float Position pos})
0:? Sequence
0:17 Sequence
0:17 move second child to first child (temp int)
0:17 'x' (temp int)
0:17 Constant:
0:17 0 (const int)
0:17 Loop with condition tested first
0:17 Loop Condition
0:17 Compare Less Than (temp bool)
0:17 'x' (temp int)
0:17 Constant:
0:17 3 (const int)
0:17 Loop Body
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 pos: direct index for structure (temp 4-component vector of float)
0:18 'o' (temp structure{temp 4-component vector of float pos})
0:18 Constant:
0:18 0 (const int)
0:18 indirect index (temp 4-component vector of float Position)
0:18 'i.pos' (in 3-element array of 4-component vector of float Position)
0:18 'x' (temp int)
0:19 Sequence
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? 'ts.pos' (out 4-component vector of float Position)
0:19 pos: direct index for structure (temp 4-component vector of float)
0:19 'o' (temp structure{temp 4-component vector of float pos})
0:19 Constant:
0:19 0 (const int)
0:19 EmitVertex (temp void)
0:17 Loop Terminal Expression
0:17 Pre-Increment (temp int)
0:17 'x' (temp int)
0:? Linker Objects
0:? 'i.pos' (in 3-element array of 4-component vector of float Position)
0:? 'ts.pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 42
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 28 36
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 3
Name 4 "main"
Name 8 "x"
Name 21 "GS_OUT"
MemberName 21(GS_OUT) 0 "pos"
Name 23 "o"
Name 28 "i.pos"
Name 36 "ts.pos"
Decorate 28(i.pos) BuiltIn Position
Decorate 36(ts.pos) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Function 6(int)
9: 6(int) Constant 0
16: 6(int) Constant 3
17: TypeBool
19: TypeFloat 32
20: TypeVector 19(float) 4
21(GS_OUT): TypeStruct 20(fvec4)
22: TypePointer Function 21(GS_OUT)
24: TypeInt 32 0
25: 24(int) Constant 3
26: TypeArray 20(fvec4) 25
27: TypePointer Input 26
28(i.pos): 27(ptr) Variable Input
30: TypePointer Input 20(fvec4)
33: TypePointer Function 20(fvec4)
35: TypePointer Output 20(fvec4)
36(ts.pos): 35(ptr) Variable Output
40: 6(int) Constant 1
4(main): 2 Function None 3
5: Label
8(x): 7(ptr) Variable Function
23(o): 22(ptr) Variable Function
Store 8(x) 9
Branch 10
10: Label
LoopMerge 12 13 None
Branch 14
14: Label
15: 6(int) Load 8(x)
18: 17(bool) SLessThan 15 16
BranchConditional 18 11 12
11: Label
29: 6(int) Load 8(x)
31: 30(ptr) AccessChain 28(i.pos) 29
32: 20(fvec4) Load 31
34: 33(ptr) AccessChain 23(o) 9
Store 34 32
37: 33(ptr) AccessChain 23(o) 9
38: 20(fvec4) Load 37
Store 36(ts.pos) 38
EmitVertex
Branch 13
13: Label
39: 6(int) Load 8(x)
41: 6(int) IAdd 39 40
Store 8(x) 41
Branch 10
12: Label
Return
FunctionEnd