Merge branch 'intrinsic-promotion' of https://github.com/steve-lunarg/glslang into steve-lunarg-intrinsic-promotion

This commit is contained in:
John Kessenich
2016-12-03 13:27:22 -07:00
19 changed files with 5452 additions and 3263 deletions

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hlsl.intrinsics.promote.down.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp uint)
0:16 'r00' (temp uint)
0:16 bitCount (temp uint)
0:16 Convert float to uint (temp uint)
0:16 f: direct index for structure (layout(offset=8 ) uniform float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of uint)
0:17 'r01' (temp 2-component vector of uint)
0:17 bitFieldReverse (temp 2-component vector of uint)
0:17 Convert float to uint (temp 2-component vector of uint)
0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child (temp 4-component vector of float)
0:20 color: direct index for structure (temp 4-component vector of float)
0:20 'ps_output' (temp structure{temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:21 color: direct index for structure (temp 4-component vector of float)
0:21 'ps_output' (temp structure{temp 4-component vector of float color})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp uint)
0:16 'r00' (temp uint)
0:16 bitCount (temp uint)
0:16 Convert float to uint (temp uint)
0:16 f: direct index for structure (layout(offset=8 ) uniform float)
0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of uint)
0:17 'r01' (temp 2-component vector of uint)
0:17 bitFieldReverse (temp 2-component vector of uint)
0:17 Convert float to uint (temp 2-component vector of uint)
0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child (temp 4-component vector of float)
0:20 color: direct index for structure (temp 4-component vector of float)
0:20 'ps_output' (temp structure{temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:21 color: direct index for structure (temp 4-component vector of float)
0:21 'ps_output' (temp structure{temp 4-component vector of float color})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 45
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 41
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r00"
Name 14 "$Global"
MemberName 14($Global) 0 "i"
MemberName 14($Global) 1 "u"
MemberName 14($Global) 2 "f"
MemberName 14($Global) 3 "b"
MemberName 14($Global) 4 "i2"
MemberName 14($Global) 5 "u2"
MemberName 14($Global) 6 "f2"
MemberName 14($Global) 7 "b2"
Name 16 ""
Name 24 "r01"
Name 32 "PS_OUTPUT"
MemberName 32(PS_OUTPUT) 0 "color"
Name 34 "ps_output"
Name 41 "color"
MemberDecorate 14($Global) 0 Offset 0
MemberDecorate 14($Global) 1 Offset 4
MemberDecorate 14($Global) 2 Offset 8
MemberDecorate 14($Global) 3 Offset 12
MemberDecorate 14($Global) 4 Offset 16
MemberDecorate 14($Global) 5 Offset 24
MemberDecorate 14($Global) 6 Offset 32
MemberDecorate 14($Global) 7 Offset 40
Decorate 14($Global) Block
Decorate 16 DescriptorSet 0
Decorate 41(color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7: TypePointer Function 6(int)
9: TypeInt 32 1
10: TypeFloat 32
11: TypeVector 9(int) 2
12: TypeVector 6(int) 2
13: TypeVector 10(float) 2
14($Global): TypeStruct 9(int) 6(int) 10(float) 6(int) 11(ivec2) 12(ivec2) 13(fvec2) 12(ivec2)
15: TypePointer Uniform 14($Global)
16: 15(ptr) Variable Uniform
17: 9(int) Constant 2
18: TypePointer Uniform 10(float)
23: TypePointer Function 12(ivec2)
25: 9(int) Constant 6
26: TypePointer Uniform 13(fvec2)
31: TypeVector 10(float) 4
32(PS_OUTPUT): TypeStruct 31(fvec4)
33: TypePointer Function 32(PS_OUTPUT)
35: 9(int) Constant 0
36: 10(float) Constant 0
37: 31(fvec4) ConstantComposite 36 36 36 36
38: TypePointer Function 31(fvec4)
40: TypePointer Output 31(fvec4)
41(color): 40(ptr) Variable Output
4(main): 2 Function None 3
5: Label
8(r00): 7(ptr) Variable Function
24(r01): 23(ptr) Variable Function
34(ps_output): 33(ptr) Variable Function
19: 18(ptr) AccessChain 16 17
20: 10(float) Load 19
21: 6(int) ConvertFToU 20
22: 6(int) BitCount 21
Store 8(r00) 22
27: 26(ptr) AccessChain 16 25
28: 13(fvec2) Load 27
29: 12(ivec2) ConvertFToU 28
30: 12(ivec2) BitReverse 29
Store 24(r01) 30
39: 38(ptr) AccessChain 34(ps_output) 35
Store 39 37
42: 38(ptr) AccessChain 34(ps_output) 35
43: 31(fvec4) Load 42
Store 41(color) 43
Return
FunctionEnd

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hlsl.intrinsics.promote.outputs.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:20 Function Parameters:
0:? Sequence
0:37 clamp (temp float)
0:37 fpos: direct index for structure (layout(offset=52 ) uniform float)
0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
0:37 0.000000
0:37 Constant:
0:37 1.000000
0:40 Sequence
0:40 move second child to first child (temp uint)
0:40 'sizeQueryTemp' (temp uint)
0:40 textureSize (temp uint)
0:40 'g_tTex1df4' (uniform texture1D)
0:40 move second child to first child (temp int)
0:40 'WidthI' (temp int)
0:40 Convert uint to int (temp int)
0:40 'sizeQueryTemp' (temp uint)
0:41 Sequence
0:41 move second child to first child (temp uint)
0:41 'sizeQueryTemp' (temp uint)
0:41 textureSize (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 Constant:
0:41 6 (const uint)
0:41 move second child to first child (temp int)
0:41 'WidthI' (temp int)
0:41 Convert uint to int (temp int)
0:41 'sizeQueryTemp' (temp uint)
0:41 move second child to first child (temp uint)
0:41 'NumberOfLevelsU' (temp uint)
0:41 textureQueryLevels (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:42 Sequence
0:42 move second child to first child (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 textureSize (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 Constant:
0:42 6 (const uint)
0:42 move second child to first child (temp uint)
0:42 'WidthU' (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 move second child to first child (temp int)
0:42 'NumberOfLevelsI' (temp int)
0:42 Convert uint to int (temp int)
0:42 textureQueryLevels (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:43 Sequence
0:43 move second child to first child (temp uint)
0:43 'sizeQueryTemp' (temp uint)
0:43 textureSize (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:43 Constant:
0:43 6 (const uint)
0:43 move second child to first child (temp int)
0:43 'WidthI' (temp int)
0:43 Convert uint to int (temp int)
0:43 'sizeQueryTemp' (temp uint)
0:43 move second child to first child (temp int)
0:43 'NumberOfLevelsI' (temp int)
0:43 Convert uint to int (temp int)
0:43 textureQueryLevels (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:47 move second child to first child (temp 4-component vector of float)
0:47 color: direct index for structure (temp 4-component vector of float)
0:47 'ps_output' (temp structure{temp 4-component vector of float color})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
0:47 0.000000
0:47 0.000000
0:47 0.000000
0:47 0.000000
0:48 Sequence
0:48 Sequence
0:48 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:48 color: direct index for structure (temp 4-component vector of float)
0:48 'ps_output' (temp structure{temp 4-component vector of float color})
0:48 Constant:
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:20 Function Parameters:
0:? Sequence
0:37 clamp (temp float)
0:37 fpos: direct index for structure (layout(offset=52 ) uniform float)
0:37 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
0:37 0.000000
0:37 Constant:
0:37 1.000000
0:40 Sequence
0:40 move second child to first child (temp uint)
0:40 'sizeQueryTemp' (temp uint)
0:40 textureSize (temp uint)
0:40 'g_tTex1df4' (uniform texture1D)
0:40 move second child to first child (temp int)
0:40 'WidthI' (temp int)
0:40 Convert uint to int (temp int)
0:40 'sizeQueryTemp' (temp uint)
0:41 Sequence
0:41 move second child to first child (temp uint)
0:41 'sizeQueryTemp' (temp uint)
0:41 textureSize (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 Constant:
0:41 6 (const uint)
0:41 move second child to first child (temp int)
0:41 'WidthI' (temp int)
0:41 Convert uint to int (temp int)
0:41 'sizeQueryTemp' (temp uint)
0:41 move second child to first child (temp uint)
0:41 'NumberOfLevelsU' (temp uint)
0:41 textureQueryLevels (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:42 Sequence
0:42 move second child to first child (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 textureSize (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 Constant:
0:42 6 (const uint)
0:42 move second child to first child (temp uint)
0:42 'WidthU' (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 move second child to first child (temp int)
0:42 'NumberOfLevelsI' (temp int)
0:42 Convert uint to int (temp int)
0:42 textureQueryLevels (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:43 Sequence
0:43 move second child to first child (temp uint)
0:43 'sizeQueryTemp' (temp uint)
0:43 textureSize (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:43 Constant:
0:43 6 (const uint)
0:43 move second child to first child (temp int)
0:43 'WidthI' (temp int)
0:43 Convert uint to int (temp int)
0:43 'sizeQueryTemp' (temp uint)
0:43 move second child to first child (temp int)
0:43 'NumberOfLevelsI' (temp int)
0:43 Convert uint to int (temp int)
0:43 textureQueryLevels (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:47 move second child to first child (temp 4-component vector of float)
0:47 color: direct index for structure (temp 4-component vector of float)
0:47 'ps_output' (temp structure{temp 4-component vector of float color})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
0:47 0.000000
0:47 0.000000
0:47 0.000000
0:47 0.000000
0:48 Sequence
0:48 Sequence
0:48 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:48 color: direct index for structure (temp 4-component vector of float)
0:48 'ps_output' (temp structure{temp 4-component vector of float color})
0:48 Constant:
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 76
Capability Shader
Capability Sampled1D
Capability SampledBuffer
Capability ImageQuery
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 68
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 12 "$Global"
MemberName 12($Global) 0 "i"
MemberName 12($Global) 1 "u"
MemberName 12($Global) 2 "f"
MemberName 12($Global) 3 "b"
MemberName 12($Global) 4 "i2"
MemberName 12($Global) 5 "u2"
MemberName 12($Global) 6 "f2"
MemberName 12($Global) 7 "b2"
MemberName 12($Global) 8 "upos"
MemberName 12($Global) 9 "fpos"
Name 14 ""
Name 23 "sizeQueryTemp"
Name 26 "g_tTex1df4"
Name 30 "WidthI"
Name 33 "sizeQueryTemp"
Name 39 "NumberOfLevelsU"
Name 42 "sizeQueryTemp"
Name 45 "WidthU"
Name 47 "NumberOfLevelsI"
Name 51 "sizeQueryTemp"
Name 60 "PS_OUTPUT"
MemberName 60(PS_OUTPUT) 0 "color"
Name 62 "ps_output"
Name 68 "color"
Name 75 "g_tTexbfs"
MemberDecorate 12($Global) 0 Offset 0
MemberDecorate 12($Global) 1 Offset 4
MemberDecorate 12($Global) 2 Offset 8
MemberDecorate 12($Global) 3 Offset 12
MemberDecorate 12($Global) 4 Offset 16
MemberDecorate 12($Global) 5 Offset 24
MemberDecorate 12($Global) 6 Offset 32
MemberDecorate 12($Global) 7 Offset 40
MemberDecorate 12($Global) 8 Offset 48
MemberDecorate 12($Global) 9 Offset 52
Decorate 12($Global) Block
Decorate 14 DescriptorSet 0
Decorate 26(g_tTex1df4) DescriptorSet 0
Decorate 68(color) Location 0
Decorate 75(g_tTexbfs) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeInt 32 0
8: TypeFloat 32
9: TypeVector 6(int) 2
10: TypeVector 7(int) 2
11: TypeVector 8(float) 2
12($Global): TypeStruct 6(int) 7(int) 8(float) 7(int) 9(ivec2) 10(ivec2) 11(fvec2) 10(ivec2) 7(int) 8(float)
13: TypePointer Uniform 12($Global)
14: 13(ptr) Variable Uniform
15: 6(int) Constant 9
16: TypePointer Uniform 8(float)
19: 8(float) Constant 0
20: 8(float) Constant 1065353216
22: TypePointer Function 7(int)
24: TypeImage 8(float) 1D sampled format:Unknown
25: TypePointer UniformConstant 24
26(g_tTex1df4): 25(ptr) Variable UniformConstant
29: TypePointer Function 6(int)
35: 7(int) Constant 6
59: TypeVector 8(float) 4
60(PS_OUTPUT): TypeStruct 59(fvec4)
61: TypePointer Function 60(PS_OUTPUT)
63: 6(int) Constant 0
64: 59(fvec4) ConstantComposite 19 19 19 19
65: TypePointer Function 59(fvec4)
67: TypePointer Output 59(fvec4)
68(color): 67(ptr) Variable Output
72: TypeImage 8(float) Buffer sampled format:R32f
73: TypeSampledImage 72
74: TypePointer UniformConstant 73
75(g_tTexbfs): 74(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
23(sizeQueryTemp): 22(ptr) Variable Function
30(WidthI): 29(ptr) Variable Function
33(sizeQueryTemp): 22(ptr) Variable Function
39(NumberOfLevelsU): 22(ptr) Variable Function
42(sizeQueryTemp): 22(ptr) Variable Function
45(WidthU): 22(ptr) Variable Function
47(NumberOfLevelsI): 29(ptr) Variable Function
51(sizeQueryTemp): 22(ptr) Variable Function
62(ps_output): 61(ptr) Variable Function
17: 16(ptr) AccessChain 14 15
18: 8(float) Load 17
21: 8(float) ExtInst 1(GLSL.std.450) 43(FClamp) 18 19 20
27: 24 Load 26(g_tTex1df4)
28: 6(int) ImageQuerySize 27
Store 23(sizeQueryTemp) 28
31: 7(int) Load 23(sizeQueryTemp)
32: 6(int) Bitcast 31
Store 30(WidthI) 32
34: 24 Load 26(g_tTex1df4)
36: 6(int) ImageQuerySizeLod 34 35
Store 33(sizeQueryTemp) 36
37: 7(int) Load 33(sizeQueryTemp)
38: 6(int) Bitcast 37
Store 30(WidthI) 38
40: 24 Load 26(g_tTex1df4)
41: 6(int) ImageQueryLevels 40
Store 39(NumberOfLevelsU) 41
43: 24 Load 26(g_tTex1df4)
44: 6(int) ImageQuerySizeLod 43 35
Store 42(sizeQueryTemp) 44
46: 7(int) Load 42(sizeQueryTemp)
Store 45(WidthU) 46
48: 24 Load 26(g_tTex1df4)
49: 6(int) ImageQueryLevels 48
50: 6(int) Bitcast 49
Store 47(NumberOfLevelsI) 50
52: 24 Load 26(g_tTex1df4)
53: 6(int) ImageQuerySizeLod 52 35
Store 51(sizeQueryTemp) 53
54: 7(int) Load 51(sizeQueryTemp)
55: 6(int) Bitcast 54
Store 30(WidthI) 55
56: 24 Load 26(g_tTex1df4)
57: 6(int) ImageQueryLevels 56
58: 6(int) Bitcast 57
Store 47(NumberOfLevelsI) 58
66: 65(ptr) AccessChain 62(ps_output) 63
Store 66 64
69: 65(ptr) AccessChain 62(ps_output) 63
70: 59(fvec4) Load 69
Store 68(color) 70
Return
FunctionEnd

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@@ -5,7 +5,7 @@ Linked fragment stage:
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 30
// Id's are bound by 31
Capability Shader
1: ExtInstImport "GLSL.std.450"
@@ -16,14 +16,14 @@ Linked fragment stage:
Name 9 "Color"
Name 12 "g_tScene[0]"
Name 16 "g_tSamp"
Name 24 "g_tScene[1]"
Name 25 "g_tScene[1]"
Decorate 9(Color) Location 0
Decorate 12(g_tScene[0]) DescriptorSet 0
Decorate 12(g_tScene[0]) Binding 10
Decorate 16(g_tSamp) DescriptorSet 0
Decorate 16(g_tSamp) Binding 5
Decorate 24(g_tScene[1]) DescriptorSet 0
Decorate 24(g_tScene[1]) Binding 11
Decorate 25(g_tScene[1]) DescriptorSet 0
Decorate 25(g_tScene[1]) Binding 11
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -39,19 +39,20 @@ Linked fragment stage:
18: TypeSampledImage 10
20: TypeVector 6(float) 2
21: 6(float) Constant 1050253722
22: 20(fvec2) ConstantComposite 21 21
24(g_tScene[1]): 11(ptr) Variable UniformConstant
22: 6(float) Constant 1053609165
23: 20(fvec2) ConstantComposite 21 22
25(g_tScene[1]): 11(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
13: 10 Load 12(g_tScene[0])
17: 14 Load 16(g_tSamp)
19: 18 SampledImage 13 17
23: 7(fvec4) ImageSampleImplicitLod 19 22
25: 10 Load 24(g_tScene[1])
26: 14 Load 16(g_tSamp)
27: 18 SampledImage 25 26
28: 7(fvec4) ImageSampleImplicitLod 27 22
29: 7(fvec4) FAdd 23 28
Store 9(Color) 29
24: 7(fvec4) ImageSampleImplicitLod 19 23
26: 10 Load 25(g_tScene[1])
27: 14 Load 16(g_tSamp)
28: 18 SampledImage 26 27
29: 7(fvec4) ImageSampleImplicitLod 28 23
30: 7(fvec4) FAdd 24 29
Store 9(Color) 30
Return
FunctionEnd

View File

@@ -33,7 +33,7 @@ float PixelShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint i
clip(inF0);
float r014 = cos(inF0);
float r015 = cosh(inF0);
uint r016 = countbits(7);
int r016 = countbits(7);
float r017 = ddx(inF0);
float r018 = ddx_coarse(inF0);
float r019 = ddx_fine(inF0);
@@ -111,7 +111,7 @@ float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, u
clip(inF0);
float2 r013 = cos(inF0);
float2 r015 = cosh(inF0);
uint2 r016 = countbits(int2(7,3));
int2 r016 = countbits(int2(7,3));
float2 r017 = ddx(inF0);
float2 r018 = ddx_coarse(inF0);
float2 r019 = ddx_fine(inF0);

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@@ -0,0 +1,22 @@
struct PS_OUTPUT { float4 color : SV_Target0; };
int i;
uint u;
float f;
bool b;
int2 i2;
uint2 u2;
float2 f2;
bool2 b2;
PS_OUTPUT main()
{
uint r00 = countbits(f);
uint2 r01 = reversebits(f2);
PS_OUTPUT ps_output;
ps_output.color = float4(0,0,0,0);
return ps_output;
};

View File

@@ -0,0 +1,79 @@
struct PS_OUTPUT { float4 color : SV_Target0; };
int i;
uint u;
float f;
bool b;
int2 i2;
uint2 u2;
float2 f2;
bool2 b2;
Buffer <float> g_tTexbfs;
Texture1D <float4> g_tTex1df4;
uint upos;
float fpos;
PS_OUTPUT main()
{
// Same shapes:
float r00 = max(b, f);
uint r01 = max(b, u);
int r02 = max(b, i);
float r03 = max(i, f);
float r04 = max(u, f);
float2 r10 = max(b2, f2);
uint2 r11 = max(b2, u2);
int2 r12 = max(b2, i2);
float2 r13 = max(i2, f2);
float2 r14 = max(u2, f2);
float2 r20 = clamp(i2, u2, f2); // 3 args, converts all to best type.
uint2 r21 = clamp(b2, u2, b2);
float2 r22 = clamp(b2, f2, b2);
// Mixed shapes:
float2 r30 = max(b, f2);
uint2 r31 = max(b, u2);
int2 r32 = max(b, i2);
float2 r33 = max(i, f2);
float2 r34 = max(u, f2);
float2 r40 = clamp(i, u2, f2); // 3 args, converts all to best type.
uint2 r41 = clamp(b2, u, b2);
float2 r42 = clamp(b2, f, b);
int2 r43 = clamp(i, i2, u2);
float r50 = g_tTexbfs.Load(upos);
float r51 = g_tTexbfs.Load(fpos);
int MipLevel;
uint WidthU;
uint HeightU;
uint ElementsU;
uint DepthU;
uint NumberOfLevelsU;
uint NumberOfSamplesU;
int WidthI;
int HeightI;
int ElementsI;
int DepthI;
int NumberOfLevelsI;
int NumberOfSamplesI;
g_tTex1df4 . GetDimensions(WidthI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU);
g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI);
// max(i2, f2);
PS_OUTPUT ps_output;
ps_output.color = r00;
return ps_output;
};

View File

@@ -0,0 +1,49 @@
struct PS_OUTPUT { float4 color : SV_Target0; };
int i;
uint u;
float f;
bool b;
int2 i2;
uint2 u2;
float2 f2;
bool2 b2;
Buffer <float> g_tTexbfs;
Texture1D <float4> g_tTex1df4;
uint upos;
float fpos;
PS_OUTPUT main()
{
int MipLevel;
uint WidthU;
uint HeightU;
uint ElementsU;
uint DepthU;
uint NumberOfLevelsU;
uint NumberOfSamplesU;
int WidthI;
int HeightI;
int ElementsI;
int DepthI;
int NumberOfLevelsI;
int NumberOfSamplesI;
saturate(fpos);
// Test output promotions
g_tTex1df4 . GetDimensions(WidthI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU);
g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI);
// max(i2, f2);
PS_OUTPUT ps_output;
ps_output.color = 0;
return ps_output;
};

View File

@@ -10,6 +10,6 @@ struct PS_OUTPUT
void main(out PS_OUTPUT psout)
{
psout.Color = g_tScene[0].Sample(g_tSamp, 0.3) +
g_tScene[1].Sample(g_tSamp, 0.3);
psout.Color = g_tScene[0].Sample(g_tSamp, float2(0.3,0.4)) +
g_tScene[1].Sample(g_tSamp, float2(0.3,0.4));
}

View File

@@ -10,6 +10,6 @@ struct PS_OUTPUT
void main(out PS_OUTPUT psout)
{
psout.Color = g_tScene[0].Sample(g_tSamp, 0.3) +
g_tScene[1].Sample(g_tSamp, 0.3);
psout.Color = g_tScene[0].Sample(g_tSamp, float2(0.3, 0.3)) +
g_tScene[1].Sample(g_tSamp, float2(0.3, 0.3));
}