glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out
John Kessenich e516d4335f HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
2017-08-09 14:29:29 -06:00

416 lines
24 KiB
Plaintext

hlsl.logical.binary.vec.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 ( uniform 4-component vector of bool)
0:15 b1a: direct index for structure ( uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 ( uniform 4-component vector of bool)
0:16 b1a: direct index for structure ( uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 ( uniform 4-component vector of bool)
0:18 b1b: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 ( uniform 4-component vector of bool)
0:19 b1b: direct index for structure ( uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float ( temp 4-component vector of float)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 'r00' ( temp 4-component vector of bool)
0:22 'r01' ( temp 4-component vector of bool)
0:22 'r02' ( temp 4-component vector of bool)
0:22 'r10' ( temp 4-component vector of bool)
0:22 'r11' ( temp 4-component vector of bool)
0:22 'r20' ( temp 4-component vector of bool)
0:22 'r21' ( temp 4-component vector of bool)
0:23 Branch: Return with expression
0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of bool)
0:11 'r00' ( temp 4-component vector of bool)
0:11 Negate conditional ( temp 4-component vector of bool)
0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:11 Constant:
0:11 0 (const uint)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of bool)
0:12 'r01' ( temp 4-component vector of bool)
0:12 logical-and ( temp 4-component vector of bool)
0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 0 (const uint)
0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:12 Constant:
0:12 1 (const uint)
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of bool)
0:13 'r02' ( temp 4-component vector of bool)
0:13 logical-or ( temp 4-component vector of bool)
0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 0 (const uint)
0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:13 Constant:
0:13 1 (const uint)
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of bool)
0:15 'r10' ( temp 4-component vector of bool)
0:15 logical-and ( temp 4-component vector of bool)
0:15 Construct bvec4 ( uniform 4-component vector of bool)
0:15 b1a: direct index for structure ( uniform bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 2 (const uint)
0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:15 Constant:
0:15 1 (const uint)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of bool)
0:16 'r11' ( temp 4-component vector of bool)
0:16 logical-or ( temp 4-component vector of bool)
0:16 Construct bvec4 ( uniform 4-component vector of bool)
0:16 b1a: direct index for structure ( uniform bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 2 (const uint)
0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:16 Constant:
0:16 1 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of bool)
0:18 'r20' ( temp 4-component vector of bool)
0:18 logical-and ( temp 4-component vector of bool)
0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 0 (const uint)
0:18 Construct bvec4 ( uniform 4-component vector of bool)
0:18 b1b: direct index for structure ( uniform bool)
0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:18 Constant:
0:18 3 (const uint)
0:19 Sequence
0:19 move second child to first child ( temp 4-component vector of bool)
0:19 'r21' ( temp 4-component vector of bool)
0:19 logical-or ( temp 4-component vector of bool)
0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 0 (const uint)
0:19 Construct bvec4 ( uniform 4-component vector of bool)
0:19 b1b: direct index for structure ( uniform bool)
0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:19 Constant:
0:19 3 (const uint)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:22 Convert bool to float ( temp 4-component vector of float)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 logical-or ( temp 4-component vector of bool)
0:22 'r00' ( temp 4-component vector of bool)
0:22 'r01' ( temp 4-component vector of bool)
0:22 'r02' ( temp 4-component vector of bool)
0:22 'r10' ( temp 4-component vector of bool)
0:22 'r11' ( temp 4-component vector of bool)
0:22 'r20' ( temp 4-component vector of bool)
0:22 'r21' ( temp 4-component vector of bool)
0:23 Branch: Return with expression
0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 115
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 112
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "@main("
Name 15 "r00"
Name 18 "$Global"
MemberName 18($Global) 0 "b4a"
MemberName 18($Global) 1 "b4b"
MemberName 18($Global) 2 "b1a"
MemberName 18($Global) 3 "b1b"
Name 20 ""
Name 30 "r01"
Name 39 "r02"
Name 47 "r10"
Name 58 "r11"
Name 67 "r20"
Name 77 "r21"
Name 87 "psout"
Name 112 "@entryPointOutput.Color"
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 16
MemberDecorate 18($Global) 2 Offset 32
MemberDecorate 18($Global) 3 Offset 36
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
Decorate 112(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeBool
13: TypeVector 12(bool) 4
14: TypePointer Function 13(bvec4)
16: TypeInt 32 0
17: TypeVector 16(int) 4
18($Global): TypeStruct 17(ivec4) 17(ivec4) 16(int) 16(int)
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: TypeInt 32 1
22: 21(int) Constant 0
23: TypePointer Uniform 17(ivec4)
26: 16(int) Constant 0
27: 17(ivec4) ConstantComposite 26 26 26 26
34: 21(int) Constant 1
48: 21(int) Constant 2
49: TypePointer Uniform 16(int)
71: 21(int) Constant 3
86: TypePointer Function 8(PS_OUTPUT)
101: 6(float) Constant 0
102: 6(float) Constant 1065353216
103: 7(fvec4) ConstantComposite 101 101 101 101
104: 7(fvec4) ConstantComposite 102 102 102 102
106: TypePointer Function 7(fvec4)
111: TypePointer Output 7(fvec4)
112(@entryPointOutput.Color): 111(ptr) Variable Output
4(main): 2 Function None 3
5: Label
113:8(PS_OUTPUT) FunctionCall 10(@main()
114: 7(fvec4) CompositeExtract 113 0
Store 112(@entryPointOutput.Color) 114
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
15(r00): 14(ptr) Variable Function
30(r01): 14(ptr) Variable Function
39(r02): 14(ptr) Variable Function
47(r10): 14(ptr) Variable Function
58(r11): 14(ptr) Variable Function
67(r20): 14(ptr) Variable Function
77(r21): 14(ptr) Variable Function
87(psout): 86(ptr) Variable Function
24: 23(ptr) AccessChain 20 22
25: 17(ivec4) Load 24
28: 13(bvec4) INotEqual 25 27
29: 13(bvec4) LogicalNot 28
Store 15(r00) 29
31: 23(ptr) AccessChain 20 22
32: 17(ivec4) Load 31
33: 13(bvec4) INotEqual 32 27
35: 23(ptr) AccessChain 20 34
36: 17(ivec4) Load 35
37: 13(bvec4) INotEqual 36 27
38: 13(bvec4) LogicalAnd 33 37
Store 30(r01) 38
40: 23(ptr) AccessChain 20 22
41: 17(ivec4) Load 40
42: 13(bvec4) INotEqual 41 27
43: 23(ptr) AccessChain 20 34
44: 17(ivec4) Load 43
45: 13(bvec4) INotEqual 44 27
46: 13(bvec4) LogicalOr 42 45
Store 39(r02) 46
50: 49(ptr) AccessChain 20 48
51: 16(int) Load 50
52: 12(bool) INotEqual 51 26
53: 13(bvec4) CompositeConstruct 52 52 52 52
54: 23(ptr) AccessChain 20 34
55: 17(ivec4) Load 54
56: 13(bvec4) INotEqual 55 27
57: 13(bvec4) LogicalAnd 53 56
Store 47(r10) 57
59: 49(ptr) AccessChain 20 48
60: 16(int) Load 59
61: 12(bool) INotEqual 60 26
62: 13(bvec4) CompositeConstruct 61 61 61 61
63: 23(ptr) AccessChain 20 34
64: 17(ivec4) Load 63
65: 13(bvec4) INotEqual 64 27
66: 13(bvec4) LogicalOr 62 65
Store 58(r11) 66
68: 23(ptr) AccessChain 20 22
69: 17(ivec4) Load 68
70: 13(bvec4) INotEqual 69 27
72: 49(ptr) AccessChain 20 71
73: 16(int) Load 72
74: 12(bool) INotEqual 73 26
75: 13(bvec4) CompositeConstruct 74 74 74 74
76: 13(bvec4) LogicalAnd 70 75
Store 67(r20) 76
78: 23(ptr) AccessChain 20 22
79: 17(ivec4) Load 78
80: 13(bvec4) INotEqual 79 27
81: 49(ptr) AccessChain 20 71
82: 16(int) Load 81
83: 12(bool) INotEqual 82 26
84: 13(bvec4) CompositeConstruct 83 83 83 83
85: 13(bvec4) LogicalOr 80 84
Store 77(r21) 85
88: 13(bvec4) Load 15(r00)
89: 13(bvec4) Load 30(r01)
90: 13(bvec4) LogicalOr 88 89
91: 13(bvec4) Load 39(r02)
92: 13(bvec4) LogicalOr 90 91
93: 13(bvec4) Load 47(r10)
94: 13(bvec4) LogicalOr 92 93
95: 13(bvec4) Load 58(r11)
96: 13(bvec4) LogicalOr 94 95
97: 13(bvec4) Load 67(r20)
98: 13(bvec4) LogicalOr 96 97
99: 13(bvec4) Load 77(r21)
100: 13(bvec4) LogicalOr 98 99
105: 7(fvec4) Select 100 104 103
107: 106(ptr) AccessChain 87(psout) 22
Store 107 105
108:8(PS_OUTPUT) Load 87(psout)
ReturnValue 108
FunctionEnd