HLSL Tests: Tests for previous commit, to make it easier to see what's changing.

This commit is contained in:
John Kessenich
2016-09-27 23:09:32 -06:00
parent 6dbc0a7a33
commit 4e55988a47
119 changed files with 8321 additions and 5503 deletions

View File

@@ -5,28 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
Linked fragment stage:
@@ -35,32 +26,23 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 30
// Id's are bound by 26
Capability Shader
1: ExtInstImport "GLSL.std.450"
@@ -70,44 +52,43 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 26 "ff1"
Name 27 "ff2"
Name 28 "ff3"
Name 29 "ff4"
Decorate 26(ff1) BuiltIn FrontFacing
Decorate 27(ff2) Offset 4
Decorate 28(ff3) Offset 4
Decorate 28(ff3) Binding 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Binding 1
Name 15 "$Global"
MemberName 15($Global) 0 "AmbientColor"
MemberName 15($Global) 1 "ff1"
MemberName 15($Global) 2 "ff2"
MemberName 15($Global) 3 "ff3"
MemberName 15($Global) 4 "ff4"
Name 17 ""
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 16
MemberDecorate 15($Global) 1 BuiltIn FrontFacing
MemberDecorate 15($Global) 2 Offset 20
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypePointer Private 7(fvec4)
14(AmbientColor): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
16: 6(float) Constant 1056964608
17: 6(float) Constant 0
18: 7(fvec4) ConstantComposite 15 16 17 15
24: TypeBool
25: TypePointer Private 24(bool)
26(ff1): 25(ptr) Variable Private
27(ff2): 13(ptr) Variable Private
28(ff3): 13(ptr) Variable Private
29(ff4): 13(ptr) Variable Private
14: TypeInt 32 0
15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: TypeInt 32 1
19: 18(int) Constant 0
20: TypePointer Uniform 7(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
Store 14(AmbientColor) 18
FunctionEnd
11(ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
19: 7(fvec4) Load 10(input)
20: 7(fvec4) Load 14(AmbientColor)
21: 7(fvec4) FMul 19 20
ReturnValue 21
13: 7(fvec4) Load 10(input)
21: 20(ptr) AccessChain 17 19
22: 7(fvec4) Load 21
23: 7(fvec4) FMul 13 22
ReturnValue 23
FunctionEnd