HLSL: Create test results for the previous commits.

This commit is contained in:
John Kessenich
2016-08-29 16:34:12 -06:00
parent 335fc28e76
commit 510d83b384
92 changed files with 1471 additions and 1370 deletions

View File

@@ -8,7 +8,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (in 4-component vector of float)
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
@@ -18,19 +18,19 @@ gl_FragCoord origin is upper left
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:42 'input' (in 4-component vector of float)
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:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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)
@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (in 4-component vector of float)
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
@@ -53,19 +53,19 @@ gl_FragCoord origin is upper left
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:42 'input' (in 4-component vector of float)
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:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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)
@@ -106,7 +106,7 @@ gl_FragCoord origin is upper left
Name 44 "ff5"
Name 45 "ff6"
MemberDecorate 25 4 BuiltIn FrontFacing
MemberDecorate 25 7 BuiltIn FragCoord
Decorate 36(input) Location 0
Decorate 44(ff5) Offset 20
Decorate 44(ff5) Binding 5
Decorate 45(ff6) Offset 36