glslang/Test/baseResults/hlsl.y-negate-3.vert.out

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hlsl.y-negate-3.vert
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 pos: direct index for structure ( temp 4-component vector of float)
0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:14 Constant:
0:14 0 (const int)
0:14 position: direct index for structure ( uniform 4-component vector of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:14 Constant:
0:14 0 (const uint)
0:15 move second child to first child ( temp int)
0:15 somethingelse: direct index for structure ( temp int)
0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 42 (const int)
0:17 Branch: Return with expression
0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 '@position' ( temp 4-component vector of float)
0:11 pos: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 Negate value ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:11 '@position' ( temp 4-component vector of float)
0:11 move second child to first child ( temp int)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
0:11 somethingelse: direct index for structure ( temp int)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 1 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 pos: direct index for structure ( temp 4-component vector of float)
0:14 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:14 Constant:
0:14 0 (const int)
0:14 position: direct index for structure ( uniform 4-component vector of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:14 Constant:
0:14 0 (const uint)
0:15 move second child to first child ( temp int)
0:15 somethingelse: direct index for structure ( temp int)
0:15 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 42 (const int)
0:17 Branch: Return with expression
0:17 'vsout' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 '@position' ( temp 4-component vector of float)
0:11 pos: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 Negate value ( temp float)
0:11 direct index ( temp float)
0:11 '@position' ( temp 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:11 '@position' ( temp 4-component vector of float)
0:11 move second child to first child ( temp int)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
0:11 somethingelse: direct index for structure ( temp int)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float pos, temp int somethingelse})
0:11 Constant:
0:11 1 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float position})
0:? '@entryPointOutput.pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.somethingelse' (layout( location=0) out int)
// Module Version 10000
// Generated by (magic number): 80003
// Id's are bound by 67
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 44 47
Source HLSL 500
Name 4 "main"
Name 9 "VS_OUT"
MemberName 9(VS_OUT) 0 "pos"
MemberName 9(VS_OUT) 1 "somethingelse"
Name 16 "$Global"
MemberName 16($Global) 0 "position"
Name 18 ""
Name 44 "@entryPointOutput.pos"
Name 47 "@entryPointOutput.somethingelse"
MemberDecorate 16($Global) 0 Offset 0
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
Decorate 44(@entryPointOutput.pos) BuiltIn Position
Decorate 47(@entryPointOutput.somethingelse) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeInt 32 1
9(VS_OUT): TypeStruct 7(fvec4) 8(int)
15: 8(int) Constant 0
16($Global): TypeStruct 7(fvec4)
17: TypePointer Uniform 16($Global)
18: 17(ptr) Variable Uniform
19: TypePointer Uniform 7(fvec4)
25: 8(int) Constant 42
43: TypePointer Output 7(fvec4)
44(@entryPointOutput.pos): 43(ptr) Variable Output
46: TypePointer Output 8(int)
47(@entryPointOutput.somethingelse): 46(ptr) Variable Output
4(main): 2 Function None 3
5: Label
52: 19(ptr) AccessChain 18 15
53: 7(fvec4) Load 52
64: 6(float) CompositeExtract 53 1
41: 6(float) FNegate 64
66: 7(fvec4) CompositeInsert 41 53 1
Store 44(@entryPointOutput.pos) 66
Store 47(@entryPointOutput.somethingelse) 25
Return
FunctionEnd