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

@@ -6,7 +6,7 @@ WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@@ -16,7 +16,10 @@ gl_FragCoord origin is upper left
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
@@ -26,11 +29,8 @@ gl_FragCoord origin is upper left
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
@@ -48,7 +48,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@@ -58,7 +58,10 @@ gl_FragCoord origin is upper left
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
@@ -68,11 +71,8 @@ gl_FragCoord origin is upper left
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
@@ -85,98 +85,104 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 52
// Id's are bound by 49
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51
EntryPoint Fragment 4 "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 "ff4"
Name 30 "@entryPointOutput"
Name 31 "input"
Name 34 "myS"
MemberName 34(myS) 0 "b"
MemberName 34(myS) 1 "c"
MemberName 34(myS) 2 "a"
MemberName 34(myS) 3 "d"
Name 36 "s1"
Name 39 "ff5"
Name 40 "ff6"
Name 41 "a"
Name 43 "b"
Name 45 "c"
Name 48 "d"
Name 49 "ff1"
Name 50 "ff2"
Name 51 "ff3"
Decorate 25(ff4) Offset 4
Decorate 25(ff4) Location 7
Decorate 25(ff4) Binding 0
Decorate 30(@entryPointOutput) Location 0
Decorate 31(input) Location 0
Decorate 39(ff5) Offset 20
Decorate 39(ff5) Binding 5
Decorate 40(ff6) Offset 36
Decorate 40(ff6) Binding 8
Decorate 41(a) Location 1
Decorate 43(b) Flat
Decorate 43(b) Location 2
Decorate 45(c) NoPerspective
Decorate 45(c) Centroid
Decorate 45(c) Location 3
Decorate 48(d) Centroid
Decorate 48(d) Location 4
Decorate 49(ff1) BuiltIn FrontFacing
Decorate 50(ff2) Offset 4
Decorate 50(ff2) Location 5
Decorate 51(ff3) Offset 4
Decorate 51(ff3) Location 6
Decorate 51(ff3) Binding 0
Name 20 "myS"
MemberName 20(myS) 0 "b"
MemberName 20(myS) 1 "c"
MemberName 20(myS) 2 "a"
MemberName 20(myS) 3 "d"
Name 21 ""
MemberName 21 0 "i"
Name 22 "$Global"
MemberName 22($Global) 0 "s1"
MemberName 22($Global) 1 "s2"
MemberName 22($Global) 2 "ff5"
MemberName 22($Global) 3 "ff6"
Name 24 ""
Name 29 "ff4"
Name 34 "@entryPointOutput"
Name 35 "input"
Name 38 "a"
Name 40 "b"
Name 42 "c"
Name 45 "d"
Name 46 "ff1"
Name 47 "ff2"
Name 48 "ff3"
MemberDecorate 20(myS) 0 Offset 0
MemberDecorate 20(myS) 1 Offset 4
MemberDecorate 20(myS) 2 Offset 16
MemberDecorate 20(myS) 3 Offset 32
MemberDecorate 21 0 Offset 0
MemberDecorate 22($Global) 0 Offset 0
MemberDecorate 22($Global) 1 Offset 48
MemberDecorate 22($Global) 2 Offset 1620
MemberDecorate 22($Global) 3 Offset 1636
Decorate 22($Global) Block
Decorate 24 DescriptorSet 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Location 7
Decorate 29(ff4) Binding 0
Decorate 34(@entryPointOutput) Location 0
Decorate 35(input) Location 0
Decorate 38(a) Location 1
Decorate 40(b) Flat
Decorate 40(b) Location 2
Decorate 42(c) NoPerspective
Decorate 42(c) Centroid
Decorate 42(c) Location 3
Decorate 45(d) Centroid
Decorate 45(d) Location 4
Decorate 46(ff1) BuiltIn FrontFacing
Decorate 47(ff2) Offset 4
Decorate 47(ff2) Location 5
Decorate 48(ff3) Offset 4
Decorate 48(ff3) Location 6
Decorate 48(ff3) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 3
8(FS): TypeStruct 7(bvec3)
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypeStruct 18(fvec4)
20: TypePointer Private 19(struct)
21(s2): 20(ptr) Variable Private
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypePointer Input 18(fvec4)
25(ff4): 24(ptr) Variable Input
27: TypePointer Private 18(fvec4)
29: TypePointer Output 18(fvec4)
30(@entryPointOutput): 29(ptr) Variable Output
31(input): 24(ptr) Variable Input
34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
35: TypePointer Private 34(myS)
36(s1): 35(ptr) Variable Private
37: TypeVector 17(float) 3
38: TypePointer Private 37(fvec3)
39(ff5): 38(ptr) Variable Private
40(ff6): 38(ptr) Variable Private
41(a): 24(ptr) Variable Input
42: TypePointer Input 6(bool)
43(b): 42(ptr) Variable Input
44: TypePointer Input 17(float)
45(c): 44(ptr) Variable Input
46: TypeVector 17(float) 2
47: TypePointer Input 46(fvec2)
48(d): 47(ptr) Variable Input
49(ff1): 42(ptr) Variable Input
50(ff2): 42(ptr) Variable Input
51(ff3): 42(ptr) Variable Input
17: TypeInt 32 0
18: TypeFloat 32
19: TypeVector 18(float) 4
20(myS): TypeStruct 17(int) 17(int) 19(fvec4) 19(fvec4)
21: TypeStruct 19(fvec4)
22($Global): TypeStruct 20(myS) 21(struct) 18(float) 18(float)
23: TypePointer Uniform 22($Global)
24: 23(ptr) Variable Uniform
25: TypeInt 32 1
26: 25(int) Constant 1
27: 25(int) Constant 0
28: TypePointer Input 19(fvec4)
29(ff4): 28(ptr) Variable Input
31: TypePointer Uniform 19(fvec4)
33: TypePointer Output 19(fvec4)
34(@entryPointOutput): 33(ptr) Variable Output
35(input): 28(ptr) Variable Input
38(a): 28(ptr) Variable Input
39: TypePointer Input 6(bool)
40(b): 39(ptr) Variable Input
41: TypePointer Input 18(float)
42(c): 41(ptr) Variable Input
43: TypeVector 18(float) 2
44: TypePointer Input 43(fvec2)
45(d): 44(ptr) Variable Input
46(ff1): 39(ptr) Variable Input
47(ff2): 39(ptr) Variable Input
48(ff3): 39(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
@@ -186,10 +192,10 @@ gl_FragCoord origin is upper left
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
26: 18(fvec4) Load 25(ff4)
28: 27(ptr) AccessChain 21(s2) 23
Store 28 26
32: 18(fvec4) Load 31(input)
Store 30(@entryPointOutput) 32
30: 19(fvec4) Load 29(ff4)
32: 31(ptr) AccessChain 24 26 27
Store 32 30
36: 19(fvec4) Load 35(input)
Store 34(@entryPointOutput) 36
Return
FunctionEnd