diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 5174eeea..68eee1a0 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:38 0 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -298,7 +298,7 @@ gl_FragCoord origin is upper left 0:38 0 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -307,8 +307,8 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -318,13 +318,13 @@ gl_FragCoord origin is upper left 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return @@ -394,7 +394,6 @@ gl_FragCoord origin is upper left Decorate 93(g_tTexcdf4a) DescriptorSet 0 Decorate 106(g_tTexcdi4a) DescriptorSet 0 Decorate 118(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 131(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 141(Color) Location 0 Decorate 145(Depth) BuiltIn FragDepth Decorate 149(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index 88b7f70c..9370e14a 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -136,7 +136,7 @@ ERROR: node is still EOpNull! 0:38 0 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -145,8 +145,8 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -156,13 +156,13 @@ ERROR: node is still EOpNull! 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return @@ -188,7 +188,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -310,7 +310,7 @@ ERROR: node is still EOpNull! 0:38 0 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -319,8 +319,8 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -330,13 +330,13 @@ ERROR: node is still EOpNull! 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return diff --git a/Test/baseResults/hlsl.entry-in.frag.out b/Test/baseResults/hlsl.entry-in.frag.out index 010f27b5..5baea644 100755 --- a/Test/baseResults/hlsl.entry-in.frag.out +++ b/Test/baseResults/hlsl.entry-in.frag.out @@ -4,44 +4,44 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float) 0:8 Function Parameters: -0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:9 Branch: Return with expression 0:9 add (temp float) 0:9 direct index (temp float) 0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) 0:9 direct index (temp float) 0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) 0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float) 0:13 Function Parameters: -0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:? Sequence 0:15 move second child to first child (temp 2-component vector of float) 0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 0 (const int) 0:? 'v' (layout(location=0 ) in 2-component vector of float) 0:15 move second child to first child (temp 4-component vector of float) -0:15 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 fragCoord: direct index for structure (temp 4-component vector of float) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 1 (const int) 0:? 'fragCoord' (in 4-component vector of float FragCoord) 0:15 move second child to first child (temp 2-component vector of int) 0:15 i2: direct index for structure (temp 2-component vector of int) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 2 (const int) 0:? 'i2' (layout(location=1 ) in 2-component vector of int) @@ -49,7 +49,7 @@ gl_FragCoord origin is upper left 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) 0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) -0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) @@ -58,30 +58,30 @@ gl_FragCoord origin is upper left 0:? Sequence 0:? move second child to first child (temp 2-component vector of float) 0:? v: direct index for structure (temp 2-component vector of float) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 0 (const int) 0:? 'v' (layout(location=0 ) in 2-component vector of float) 0:? move second child to first child (temp 4-component vector of float) -0:? fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? fragCoord: direct index for structure (temp 4-component vector of float) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 1 (const int) 0:? 'fragCoord' (in 4-component vector of float FragCoord) 0:? move second child to first child (temp 2-component vector of int) 0:? i2: direct index for structure (temp 2-component vector of int) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 2 (const int) 0:? 'i2' (layout(location=1 ) in 2-component vector of int) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:19 fragCoord: direct index for structure (temp 4-component vector of float) +0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) 0:19 'ret1' (temp float) @@ -102,44 +102,44 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float) 0:8 Function Parameters: -0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:9 Branch: Return with expression 0:9 add (temp float) 0:9 direct index (temp float) 0:9 v: direct index for structure (temp 2-component vector of float) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 1 (const int) 0:9 direct index (temp float) 0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:9 Constant: 0:9 1 (const int) 0:9 Constant: 0:9 0 (const int) 0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float) 0:13 Function Parameters: -0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Sequence 0:? Sequence 0:15 move second child to first child (temp 2-component vector of float) 0:15 v: direct index for structure (temp 2-component vector of float) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 0 (const int) 0:? 'v' (layout(location=0 ) in 2-component vector of float) 0:15 move second child to first child (temp 4-component vector of float) -0:15 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 fragCoord: direct index for structure (temp 4-component vector of float) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 1 (const int) 0:? 'fragCoord' (in 4-component vector of float FragCoord) 0:15 move second child to first child (temp 2-component vector of int) 0:15 i2: direct index for structure (temp 2-component vector of int) -0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:15 Constant: 0:15 2 (const int) 0:? 'i2' (layout(location=1 ) in 2-component vector of int) @@ -147,7 +147,7 @@ gl_FragCoord origin is upper left 0:16 move second child to first child (temp float) 0:16 'ret1' (temp float) 0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float) -0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:17 Sequence 0:17 move second child to first child (temp float) 0:17 'ret2' (temp float) @@ -156,30 +156,30 @@ gl_FragCoord origin is upper left 0:? Sequence 0:? move second child to first child (temp 2-component vector of float) 0:? v: direct index for structure (temp 2-component vector of float) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 0 (const int) 0:? 'v' (layout(location=0 ) in 2-component vector of float) 0:? move second child to first child (temp 4-component vector of float) -0:? fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? fragCoord: direct index for structure (temp 4-component vector of float) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 1 (const int) 0:? 'fragCoord' (in 4-component vector of float FragCoord) 0:? move second child to first child (temp 2-component vector of int) 0:? i2: direct index for structure (temp 2-component vector of int) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:? Constant: 0:? 2 (const int) 0:? 'i2' (layout(location=1 ) in 2-component vector of int) -0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:? 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) 0:19 vector-scale (temp 4-component vector of float) -0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord) -0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2}) +0:19 fragCoord: direct index for structure (temp 4-component vector of float) +0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2}) 0:19 Constant: 0:19 1 (const int) 0:19 'ret1' (temp float) @@ -217,7 +217,6 @@ gl_FragCoord origin is upper left Name 52 "aggShadow" Name 59 "param" Name 63 "@entryPointOutput" - MemberDecorate 11(InParam) 1 BuiltIn FragCoord Decorate 32(v) Location 0 Decorate 37(fragCoord) BuiltIn FragCoord Decorate 43(i2) Location 1 diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index 1c4c2f17..d2545cca 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence @@ -76,7 +76,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -85,8 +85,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -96,13 +96,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -128,7 +128,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence @@ -202,7 +202,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -211,8 +211,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -222,13 +222,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -290,7 +290,6 @@ gl_FragCoord origin is upper left Decorate 60(g_tTexcdf4a) DescriptorSet 0 Decorate 70(g_tTexcdi4a) DescriptorSet 0 Decorate 80(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 99(Color) Location 0 Decorate 103(Depth) BuiltIn FragDepth Decorate 109(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index 340529d5..52648f70 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence @@ -70,7 +70,7 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:44 move second child to first child (temp 4-component vector of float) 0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -79,8 +79,8 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:44 1.000000 0:45 move second child to first child (temp float) -0:45 Depth: direct index for structure (temp float FragDepth) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Depth: direct index for structure (temp float) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: @@ -90,13 +90,13 @@ gl_FragCoord origin is upper left 0:47 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:47 Color: direct index for structure (temp 4-component vector of float) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:47 Depth: direct index for structure (temp float FragDepth) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 Depth: direct index for structure (temp float) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 1 (const int) 0:47 Branch: Return @@ -126,7 +126,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence @@ -194,7 +194,7 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:44 move second child to first child (temp 4-component vector of float) 0:44 Color: direct index for structure (temp 4-component vector of float) -0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -203,8 +203,8 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:44 1.000000 0:45 move second child to first child (temp float) -0:45 Depth: direct index for structure (temp float FragDepth) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Depth: direct index for structure (temp float) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: @@ -214,13 +214,13 @@ gl_FragCoord origin is upper left 0:47 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:47 Color: direct index for structure (temp 4-component vector of float) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:47 Depth: direct index for structure (temp float FragDepth) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 Depth: direct index for structure (temp float) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 1 (const int) 0:47 Branch: Return @@ -289,7 +289,6 @@ gl_FragCoord origin is upper left Decorate 59(g_tTexcdf4) DescriptorSet 0 Decorate 70(g_tTexcdi4) DescriptorSet 0 Decorate 80(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 100(Color) Location 0 Decorate 104(Depth) BuiltIn FragDepth Decorate 108(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index 74e26488..1f01fc3e 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.gather.basic.dx10.vert Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -68,8 +68,8 @@ Shader version: 450 0:? 0.800000 0:? 0.900000 0:43 move second child to first child (temp 4-component vector of float) -0:43 Pos: direct index for structure (temp 4-component vector of float Position) -0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:43 Pos: direct index for structure (temp 4-component vector of float) +0:43 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -81,8 +81,8 @@ Shader version: 450 0:? Sequence 0:45 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:45 Pos: direct index for structure (temp 4-component vector of float Position) -0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:45 Pos: direct index for structure (temp 4-component vector of float) +0:45 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:45 Constant: 0:45 0 (const int) 0:45 Branch: Return @@ -110,7 +110,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -177,8 +177,8 @@ Shader version: 450 0:? 0.800000 0:? 0.900000 0:43 move second child to first child (temp 4-component vector of float) -0:43 Pos: direct index for structure (temp 4-component vector of float Position) -0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:43 Pos: direct index for structure (temp 4-component vector of float) +0:43 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -190,8 +190,8 @@ Shader version: 450 0:? Sequence 0:45 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:45 Pos: direct index for structure (temp 4-component vector of float Position) -0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:45 Pos: direct index for structure (temp 4-component vector of float) +0:45 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:45 Constant: 0:45 0 (const int) 0:45 Branch: Return @@ -256,7 +256,6 @@ Shader version: 450 Decorate 59(g_tTexcdf4) DescriptorSet 0 Decorate 70(g_tTexcdi4) DescriptorSet 0 Decorate 80(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 90(VS_OUTPUT) 0 BuiltIn Position Decorate 97(Pos) BuiltIn Position Decorate 101(g_sSamp2d) DescriptorSet 0 Decorate 104(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index 5ac30a11..ac317915 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -46,7 +46,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -55,8 +55,8 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -66,13 +66,13 @@ gl_FragCoord origin is upper left 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return @@ -101,7 +101,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -145,7 +145,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:40 move second child to first child (temp 4-component vector of float) 0:40 Color: direct index for structure (temp 4-component vector of float) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -154,8 +154,8 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:40 1.000000 0:41 move second child to first child (temp float) -0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 Depth: direct index for structure (temp float) +0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: @@ -165,13 +165,13 @@ gl_FragCoord origin is upper left 0:43 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:43 Color: direct index for structure (temp 4-component vector of float) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 0 (const int) 0:43 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:43 Depth: direct index for structure (temp float FragDepth) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 Depth: direct index for structure (temp float) +0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:43 Constant: 0:43 1 (const int) 0:43 Branch: Return @@ -232,7 +232,6 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 35(g_tTex2di4) DescriptorSet 0 Decorate 51(g_tTex2du4) DescriptorSet 0 - MemberDecorate 62(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 71(Color) Location 0 Decorate 75(Depth) BuiltIn FragDepth Decorate 81(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index 84472b0a..bf8f3822 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence @@ -49,7 +49,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:32 move second child to first child (temp 4-component vector of float) 0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:32 1.000000 0:33 move second child to first child (temp float) -0:33 Depth: direct index for structure (temp float FragDepth) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 Depth: direct index for structure (temp float) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: @@ -69,13 +69,13 @@ gl_FragCoord origin is upper left 0:35 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 Depth: direct index for structure (temp float) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Branch: Return @@ -98,7 +98,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence @@ -145,7 +145,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:32 move second child to first child (temp 4-component vector of float) 0:32 Color: direct index for structure (temp 4-component vector of float) -0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -154,8 +154,8 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:32 1.000000 0:33 move second child to first child (temp float) -0:33 Depth: direct index for structure (temp float FragDepth) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 Depth: direct index for structure (temp float) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: @@ -165,13 +165,13 @@ gl_FragCoord origin is upper left 0:35 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 Depth: direct index for structure (temp float) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Branch: Return @@ -220,7 +220,6 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4) DescriptorSet 0 Decorate 51(g_tTex2du4) DescriptorSet 0 - MemberDecorate 63(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 72(Color) Location 0 Decorate 76(Depth) BuiltIn FragDepth Decorate 82(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index cb6180f5..026fd1b7 100644 --- a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -247,7 +247,7 @@ gl_FragCoord origin is upper left 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -256,8 +256,8 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: @@ -267,13 +267,13 @@ gl_FragCoord origin is upper left 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:70 Depth: direct index for structure (temp float FragDepth) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Depth: direct index for structure (temp float) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return @@ -303,7 +303,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -548,7 +548,7 @@ gl_FragCoord origin is upper left 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -557,8 +557,8 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: @@ -568,13 +568,13 @@ gl_FragCoord origin is upper left 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:70 Depth: direct index for structure (temp float FragDepth) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Depth: direct index for structure (temp float) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return @@ -662,7 +662,6 @@ gl_FragCoord origin is upper left Decorate 112(g_tTexcdf4a) DescriptorSet 0 Decorate 124(g_tTexcdi4a) DescriptorSet 0 Decorate 134(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 195(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 204(Color) Location 0 Decorate 208(Depth) BuiltIn FragDepth Decorate 212(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index b5735e49..2ec5343b 100644 --- a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -247,7 +247,7 @@ gl_FragCoord origin is upper left 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) 0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -256,8 +256,8 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:73 1.000000 0:74 move second child to first child (temp float) -0:74 Depth: direct index for structure (temp float FragDepth) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:74 Depth: direct index for structure (temp float) +0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: @@ -267,13 +267,13 @@ gl_FragCoord origin is upper left 0:76 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:76 Color: direct index for structure (temp 4-component vector of float) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:76 Constant: 0:76 0 (const int) 0:76 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:76 Depth: direct index for structure (temp float FragDepth) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 Depth: direct index for structure (temp float) +0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:76 Constant: 0:76 1 (const int) 0:76 Branch: Return @@ -307,7 +307,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -552,7 +552,7 @@ gl_FragCoord origin is upper left 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) 0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -561,8 +561,8 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:73 1.000000 0:74 move second child to first child (temp float) -0:74 Depth: direct index for structure (temp float FragDepth) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:74 Depth: direct index for structure (temp float) +0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: @@ -572,13 +572,13 @@ gl_FragCoord origin is upper left 0:76 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:76 Color: direct index for structure (temp 4-component vector of float) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:76 Constant: 0:76 0 (const int) 0:76 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:76 Depth: direct index for structure (temp float FragDepth) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 Depth: direct index for structure (temp float) +0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:76 Constant: 0:76 1 (const int) 0:76 Branch: Return @@ -673,7 +673,6 @@ gl_FragCoord origin is upper left Decorate 112(g_tTexcdf4) DescriptorSet 0 Decorate 125(g_tTexcdi4) DescriptorSet 0 Decorate 135(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 196(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 205(Color) Location 0 Decorate 209(Depth) BuiltIn FragDepth Decorate 213(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index f8857ccf..a869ba73 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -319,7 +319,7 @@ gl_FragCoord origin is upper left 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) 0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -328,8 +328,8 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:112 1.000000 0:113 move second child to first child (temp float) -0:113 Depth: direct index for structure (temp float FragDepth) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:113 Depth: direct index for structure (temp float) +0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: @@ -339,13 +339,13 @@ gl_FragCoord origin is upper left 0:115 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:115 Color: direct index for structure (temp 4-component vector of float) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 0 (const int) 0:115 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:115 Depth: direct index for structure (temp float FragDepth) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 Depth: direct index for structure (temp float) +0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 1 (const int) 0:115 Branch: Return @@ -383,7 +383,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -700,7 +700,7 @@ gl_FragCoord origin is upper left 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) 0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -709,8 +709,8 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:112 1.000000 0:113 move second child to first child (temp float) -0:113 Depth: direct index for structure (temp float FragDepth) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:113 Depth: direct index for structure (temp float) +0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: @@ -720,13 +720,13 @@ gl_FragCoord origin is upper left 0:115 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:115 Color: direct index for structure (temp 4-component vector of float) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 0 (const int) 0:115 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:115 Depth: direct index for structure (temp float FragDepth) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 Depth: direct index for structure (temp float) +0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:115 Constant: 0:115 1 (const int) 0:115 Branch: Return @@ -827,7 +827,6 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4) DescriptorSet 0 Decorate 50(g_tTex2du4) DescriptorSet 0 - MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 267(Color) Location 0 Decorate 271(Depth) BuiltIn FragDepth Decorate 275(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index 4ee4aa70..022f63ed 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -319,7 +319,7 @@ gl_FragCoord origin is upper left 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) 0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -328,8 +328,8 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:106 1.000000 0:107 move second child to first child (temp float) -0:107 Depth: direct index for structure (temp float FragDepth) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:107 Depth: direct index for structure (temp float) +0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: @@ -339,13 +339,13 @@ gl_FragCoord origin is upper left 0:109 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:109 Color: direct index for structure (temp 4-component vector of float) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:109 Constant: 0:109 0 (const int) 0:109 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:109 Depth: direct index for structure (temp float FragDepth) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 Depth: direct index for structure (temp float) +0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:109 Constant: 0:109 1 (const int) 0:109 Branch: Return @@ -379,7 +379,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -696,7 +696,7 @@ gl_FragCoord origin is upper left 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) 0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -705,8 +705,8 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:106 1.000000 0:107 move second child to first child (temp float) -0:107 Depth: direct index for structure (temp float FragDepth) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:107 Depth: direct index for structure (temp float) +0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: @@ -716,13 +716,13 @@ gl_FragCoord origin is upper left 0:109 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:109 Color: direct index for structure (temp 4-component vector of float) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:109 Constant: 0:109 0 (const int) 0:109 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:109 Depth: direct index for structure (temp float FragDepth) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 Depth: direct index for structure (temp float) +0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:109 Constant: 0:109 1 (const int) 0:109 Branch: Return @@ -816,7 +816,6 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4a) DescriptorSet 0 Decorate 50(g_tTex2du4a) DescriptorSet 0 - MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 267(Color) Location 0 Decorate 271(Depth) BuiltIn FragDepth Decorate 275(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.dx10.frag.out index ca913a8c..18b35e4c 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence @@ -1045,7 +1045,7 @@ gl_FragCoord origin is upper left 0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:276 move second child to first child (temp 4-component vector of float) 0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -1054,8 +1054,8 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:276 1.000000 0:277 move second child to first child (temp float) -0:277 Depth: direct index for structure (temp float FragDepth) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:277 Depth: direct index for structure (temp float) +0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: @@ -1065,13 +1065,13 @@ gl_FragCoord origin is upper left 0:279 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:279 Color: direct index for structure (temp 4-component vector of float) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:279 Constant: 0:279 0 (const int) 0:279 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:279 Depth: direct index for structure (temp float FragDepth) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 Depth: direct index for structure (temp float) +0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:279 Constant: 0:279 1 (const int) 0:279 Branch: Return @@ -1114,7 +1114,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence @@ -2157,7 +2157,7 @@ gl_FragCoord origin is upper left 0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:276 move second child to first child (temp 4-component vector of float) 0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -2166,8 +2166,8 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:276 1.000000 0:277 move second child to first child (temp float) -0:277 Depth: direct index for structure (temp float FragDepth) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:277 Depth: direct index for structure (temp float) +0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: @@ -2177,13 +2177,13 @@ gl_FragCoord origin is upper left 0:279 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:279 Color: direct index for structure (temp 4-component vector of float) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:279 Constant: 0:279 0 (const int) 0:279 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:279 Depth: direct index for structure (temp float FragDepth) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 Depth: direct index for structure (temp float) +0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:279 Constant: 0:279 1 (const int) 0:279 Branch: Return @@ -2349,7 +2349,6 @@ gl_FragCoord origin is upper left Decorate 482(g_tTex2dmsf4a) DescriptorSet 0 Decorate 496(g_tTex2dmsi4a) DescriptorSet 0 Decorate 510(g_tTex2dmsu4a) DescriptorSet 0 - MemberDecorate 522(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 534(Color) Location 0 Decorate 538(Depth) BuiltIn FragDepth Decorate 544(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index 94801888..3c063c12 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.getdimensions.dx10.vert Shader version: 450 0:? Sequence -0:11 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -27,8 +27,8 @@ Shader version: 450 0:22 textureQueryLevels (temp uint) 0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float Position) -0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:24 Pos: direct index for structure (temp 4-component vector of float) +0:24 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -40,8 +40,8 @@ Shader version: 450 0:? Sequence 0:26 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:26 Pos: direct index for structure (temp 4-component vector of float Position) -0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:26 Pos: direct index for structure (temp 4-component vector of float) +0:26 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:26 Constant: 0:26 0 (const int) 0:26 Branch: Return @@ -56,7 +56,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:11 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -82,8 +82,8 @@ Shader version: 450 0:22 textureQueryLevels (temp uint) 0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float Position) -0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:24 Pos: direct index for structure (temp 4-component vector of float) +0:24 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -95,8 +95,8 @@ Shader version: 450 0:? Sequence 0:26 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:26 Pos: direct index for structure (temp 4-component vector of float Position) -0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:26 Pos: direct index for structure (temp 4-component vector of float) +0:26 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:26 Constant: 0:26 0 (const int) 0:26 Branch: Return @@ -128,7 +128,6 @@ Shader version: 450 Name 42 "g_sSamp" Decorate 12(g_tTex1df4) DescriptorSet 0 Decorate 12(g_tTex1df4) Binding 0 - MemberDecorate 27(VS_OUTPUT) 0 BuiltIn Position Decorate 36(Pos) BuiltIn Position Decorate 42(g_sSamp) DescriptorSet 0 Decorate 42(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out index 3d56bd46..a44e9445 100644 --- a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out +++ b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out @@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence @@ -28,7 +28,7 @@ ERROR: node is still EOpNull! 0:17 2 (const int) 0:19 move second child to first child (temp 4-component vector of float) 0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -37,8 +37,8 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:19 1.000000 0:20 move second child to first child (temp float) -0:20 Depth: direct index for structure (temp float FragDepth) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Depth: direct index for structure (temp float) +0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: @@ -48,13 +48,13 @@ ERROR: node is still EOpNull! 0:22 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 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, temp float FragDepth Depth}) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) 0:22 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 Depth: direct index for structure (temp float) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 Branch: Return @@ -72,7 +72,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence @@ -93,7 +93,7 @@ ERROR: node is still EOpNull! 0:17 2 (const int) 0:19 move second child to first child (temp 4-component vector of float) 0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -102,8 +102,8 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:19 1.000000 0:20 move second child to first child (temp float) -0:20 Depth: direct index for structure (temp float FragDepth) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Depth: direct index for structure (temp float) +0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: @@ -113,13 +113,13 @@ ERROR: node is still EOpNull! 0:22 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 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, temp float FragDepth Depth}) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) 0:22 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 Depth: direct index for structure (temp float) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 Branch: Return diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index b0f40624..2fcb7222 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -18,7 +18,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -37,7 +37,7 @@ gl_FragCoord origin is upper left 0:19 'z' (temp float) 0:21 move second child to first child (temp 4-component vector of float) 0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -47,8 +47,8 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:22 move second child to first child (temp float) -0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 Depth: direct index for structure (temp float) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index (temp float) @@ -60,13 +60,13 @@ gl_FragCoord origin is upper left 0:24 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float FragDepth) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Depth: direct index for structure (temp float) +0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:24 Branch: Return @@ -98,7 +98,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -117,7 +117,7 @@ gl_FragCoord origin is upper left 0:19 'z' (temp float) 0:21 move second child to first child (temp 4-component vector of float) 0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -127,8 +127,8 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:22 move second child to first child (temp float) -0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 Depth: direct index for structure (temp float) +0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index (temp float) @@ -140,13 +140,13 @@ gl_FragCoord origin is upper left 0:24 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:24 Color: direct index for structure (temp 4-component vector of float) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:24 Depth: direct index for structure (temp float FragDepth) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Depth: direct index for structure (temp float) +0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:24 Branch: Return @@ -182,7 +182,6 @@ gl_FragCoord origin is upper left Name 45 "inpos" Name 53 "Color" Name 57 "Depth" - MemberDecorate 31(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 45(inpos) NoPerspective Decorate 45(inpos) BuiltIn FragCoord Decorate 53(Color) Location 0 diff --git a/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/Test/baseResults/hlsl.load.2dms.dx10.frag.out index 7733e2e5..051f2017 100644 --- a/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.2dms.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) @@ -73,7 +73,7 @@ gl_FragCoord origin is upper left 0:49 'o2' (uniform 2-component vector of int) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -82,8 +82,8 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:51 1.000000 0:52 move second child to first child (temp float) -0:52 Depth: direct index for structure (temp float FragDepth) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Depth: direct index for structure (temp float) +0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: @@ -93,13 +93,13 @@ gl_FragCoord origin is upper left 0:54 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:54 Color: direct index for structure (temp 4-component vector of float) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 0 (const int) 0:54 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:54 Depth: direct index for structure (temp float FragDepth) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 Depth: direct index for structure (temp float) +0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Branch: Return @@ -129,7 +129,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) @@ -200,7 +200,7 @@ gl_FragCoord origin is upper left 0:49 'o2' (uniform 2-component vector of int) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -209,8 +209,8 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:51 1.000000 0:52 move second child to first child (temp float) -0:52 Depth: direct index for structure (temp float FragDepth) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Depth: direct index for structure (temp float) +0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: @@ -220,13 +220,13 @@ gl_FragCoord origin is upper left 0:54 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:54 Color: direct index for structure (temp 4-component vector of float) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 0 (const int) 0:54 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:54 Depth: direct index for structure (temp float FragDepth) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 Depth: direct index for structure (temp float) +0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Branch: Return @@ -288,7 +288,6 @@ gl_FragCoord origin is upper left Decorate 49(g_tTex2dmsf4a) DescriptorSet 0 Decorate 58(g_tTex2dmsi4a) DescriptorSet 0 Decorate 64(g_tTex2dmsu4a) DescriptorSet 0 - MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 92(Color) Location 0 Decorate 96(Depth) BuiltIn FragDepth Decorate 102(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.array.dx10.frag.out b/Test/baseResults/hlsl.load.array.dx10.frag.out index ea2e6d56..37238837 100644 --- a/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -91,7 +91,7 @@ gl_FragCoord origin is upper left 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -100,8 +100,8 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: @@ -111,13 +111,13 @@ gl_FragCoord origin is upper left 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:70 Depth: direct index for structure (temp float FragDepth) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Depth: direct index for structure (temp float) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return @@ -162,7 +162,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -251,7 +251,7 @@ gl_FragCoord origin is upper left 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -260,8 +260,8 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: @@ -271,13 +271,13 @@ gl_FragCoord origin is upper left 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:70 Depth: direct index for structure (temp float FragDepth) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Depth: direct index for structure (temp float) +0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return @@ -369,7 +369,6 @@ gl_FragCoord origin is upper left Decorate 47(g_tTex2df4a) DescriptorSet 0 Decorate 59(g_tTex2di4a) DescriptorSet 0 Decorate 68(g_tTex2du4a) DescriptorSet 0 - MemberDecorate 75(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 87(Color) Location 0 Decorate 91(Depth) BuiltIn FragDepth Decorate 97(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.basic.dx10.frag.out b/Test/baseResults/hlsl.load.basic.dx10.frag.out index ec283111..41d44eee 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Depth: direct index for structure (temp float) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 0:75 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 0 (const int) 0:75 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float FragDepth) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 Depth: direct index for structure (temp float) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 1 (const int) 0:75 Branch: Return @@ -195,7 +195,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -317,7 +317,7 @@ gl_FragCoord origin is upper left 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -326,8 +326,8 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Depth: direct index for structure (temp float) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: @@ -337,13 +337,13 @@ gl_FragCoord origin is upper left 0:75 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 0 (const int) 0:75 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float FragDepth) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 Depth: direct index for structure (temp float) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 1 (const int) 0:75 Branch: Return @@ -439,7 +439,6 @@ gl_FragCoord origin is upper left Decorate 78(g_tTex3df4) DescriptorSet 0 Decorate 90(g_tTex3di4) DescriptorSet 0 Decorate 99(g_tTex3du4) DescriptorSet 0 - MemberDecorate 106(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 118(Color) Location 0 Decorate 122(Depth) BuiltIn FragDepth Decorate 128(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index b574eb6a..62e6128d 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) @@ -122,8 +122,8 @@ Shader version: 450 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float Position) -0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:67 Pos: direct index for structure (temp 4-component vector of float) +0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -135,8 +135,8 @@ Shader version: 450 0:? Sequence 0:69 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:69 Pos: direct index for structure (temp 4-component vector of float Position) -0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:69 Pos: direct index for structure (temp 4-component vector of float) +0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:69 Constant: 0:69 0 (const int) 0:69 Branch: Return @@ -179,7 +179,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) @@ -300,8 +300,8 @@ Shader version: 450 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float Position) -0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:67 Pos: direct index for structure (temp 4-component vector of float) +0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -313,8 +313,8 @@ Shader version: 450 0:? Sequence 0:69 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:69 Pos: direct index for structure (temp 4-component vector of float Position) -0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:69 Pos: direct index for structure (temp 4-component vector of float) +0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:69 Constant: 0:69 0 (const int) 0:69 Branch: Return @@ -406,7 +406,6 @@ Shader version: 450 Decorate 78(g_tTex3df4) DescriptorSet 0 Decorate 90(g_tTex3di4) DescriptorSet 0 Decorate 99(g_tTex3du4) DescriptorSet 0 - MemberDecorate 106(VS_OUTPUT) 0 BuiltIn Position Decorate 115(Pos) BuiltIn Position Decorate 121(g_sSamp) DescriptorSet 0 Decorate 121(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.dx10.frag.out index 2b02aeec..012af868 100644 --- a/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.buffer.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -25,7 +25,7 @@ gl_FragCoord origin is upper left 0:30 'c1' (uniform int) 0:34 move second child to first child (temp 4-component vector of float) 0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -34,8 +34,8 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 Depth: direct index for structure (temp float) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: @@ -45,13 +45,13 @@ gl_FragCoord origin is upper left 0:37 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:37 Color: direct index for structure (temp 4-component vector of float) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 0 (const int) 0:37 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:37 Depth: direct index for structure (temp float FragDepth) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 Depth: direct index for structure (temp float) +0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 1 (const int) 0:37 Branch: Return @@ -78,7 +78,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -101,7 +101,7 @@ gl_FragCoord origin is upper left 0:30 'c1' (uniform int) 0:34 move second child to first child (temp 4-component vector of float) 0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -110,8 +110,8 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:34 1.000000 0:35 move second child to first child (temp float) -0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 Depth: direct index for structure (temp float) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: @@ -121,13 +121,13 @@ gl_FragCoord origin is upper left 0:37 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:37 Color: direct index for structure (temp 4-component vector of float) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 0 (const int) 0:37 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:37 Depth: direct index for structure (temp float FragDepth) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 Depth: direct index for structure (temp float) +0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:37 Constant: 0:37 1 (const int) 0:37 Branch: Return @@ -182,7 +182,6 @@ gl_FragCoord origin is upper left Decorate 13(g_tTexbf4) DescriptorSet 0 Decorate 27(g_tTexbi4) DescriptorSet 0 Decorate 39(g_tTexbu4) DescriptorSet 0 - MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 55(Color) Location 0 Decorate 59(Depth) BuiltIn FragDepth Decorate 63(g_tTexbf4_test) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.offset.dx10.frag.out b/Test/baseResults/hlsl.load.offset.dx10.frag.out index 5ac4e8d2..2110e6f4 100644 --- a/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:64 'o3' (uniform 3-component vector of int) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -142,8 +142,8 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Depth: direct index for structure (temp float) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: @@ -153,13 +153,13 @@ gl_FragCoord origin is upper left 0:75 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 0 (const int) 0:75 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float FragDepth) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 Depth: direct index for structure (temp float) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 1 (const int) 0:75 Branch: Return @@ -204,7 +204,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -335,7 +335,7 @@ gl_FragCoord origin is upper left 0:64 'o3' (uniform 3-component vector of int) 0:72 move second child to first child (temp 4-component vector of float) 0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -344,8 +344,8 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Depth: direct index for structure (temp float) +0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: @@ -355,13 +355,13 @@ gl_FragCoord origin is upper left 0:75 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 0 (const int) 0:75 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float FragDepth) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 Depth: direct index for structure (temp float) +0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:75 Constant: 0:75 1 (const int) 0:75 Branch: Return @@ -458,7 +458,6 @@ gl_FragCoord origin is upper left Decorate 86(g_tTex3df4) DescriptorSet 0 Decorate 100(g_tTex3di4) DescriptorSet 0 Decorate 110(g_tTex3du4) DescriptorSet 0 - MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 130(Color) Location 0 Decorate 134(Depth) BuiltIn FragDepth Decorate 140(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index ce5da11a..d5f66716 100644 --- a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -97,7 +97,7 @@ gl_FragCoord origin is upper left 0:59 'o2' (uniform 2-component vector of int) 0:65 move second child to first child (temp 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:65 1.000000 0:66 move second child to first child (temp float) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: @@ -117,13 +117,13 @@ gl_FragCoord origin is upper left 0:68 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:68 Color: direct index for structure (temp 4-component vector of float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 0 (const int) 0:68 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Branch: Return @@ -168,7 +168,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -263,7 +263,7 @@ gl_FragCoord origin is upper left 0:59 'o2' (uniform 2-component vector of int) 0:65 move second child to first child (temp 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -272,8 +272,8 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:65 1.000000 0:66 move second child to first child (temp float) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: @@ -283,13 +283,13 @@ gl_FragCoord origin is upper left 0:68 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:68 Color: direct index for structure (temp 4-component vector of float) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 0 (const int) 0:68 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Depth: direct index for structure (temp float) +0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Branch: Return @@ -382,7 +382,6 @@ gl_FragCoord origin is upper left Decorate 51(g_tTex2df4a) DescriptorSet 0 Decorate 66(g_tTex2di4a) DescriptorSet 0 Decorate 76(g_tTex2du4a) DescriptorSet 0 - MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 96(Color) Location 0 Decorate 100(Depth) BuiltIn FragDepth Decorate 106(g_sSamp) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index 8bd07c06..95a2f25a 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -2,7 +2,7 @@ hlsl.pp.line.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:124 124 (const int) 0:126 move second child to first child (temp 4-component vector of float) 0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -25,8 +25,8 @@ gl_FragCoord origin is upper left 0:126 Constant: 0:126 1.000000 0:127 move second child to first child (temp float) -0:127 Depth: direct index for structure (temp float FragDepth) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:127 Depth: direct index for structure (temp float) +0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: @@ -36,13 +36,13 @@ gl_FragCoord origin is upper left 0:129 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:129 Color: direct index for structure (temp 4-component vector of float) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:129 Constant: 0:129 0 (const int) 0:129 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:129 Depth: direct index for structure (temp float FragDepth) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 Depth: direct index for structure (temp float) +0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:129 Constant: 0:129 1 (const int) 0:129 Branch: Return @@ -57,7 +57,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence @@ -67,7 +67,7 @@ gl_FragCoord origin is upper left 0:124 124 (const int) 0:126 move second child to first child (temp 4-component vector of float) 0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -80,8 +80,8 @@ gl_FragCoord origin is upper left 0:126 Constant: 0:126 1.000000 0:127 move second child to first child (temp float) -0:127 Depth: direct index for structure (temp float FragDepth) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:127 Depth: direct index for structure (temp float) +0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: @@ -91,13 +91,13 @@ gl_FragCoord origin is upper left 0:129 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:129 Color: direct index for structure (temp 4-component vector of float) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:129 Constant: 0:129 0 (const int) 0:129 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:129 Depth: direct index for structure (temp float FragDepth) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 Depth: direct index for structure (temp float) +0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:129 Constant: 0:129 1 (const int) 0:129 Branch: Return @@ -122,7 +122,6 @@ gl_FragCoord origin is upper left Name 14 "psout" Name 27 "Color" Name 31 "Depth" - MemberDecorate 12(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 27(Color) Location 0 Decorate 31(Depth) BuiltIn FragDepth 2: TypeVoid diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index e35a9a42..54c3553a 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -115,8 +115,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -126,13 +126,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -158,7 +158,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -262,7 +262,7 @@ gl_FragCoord origin is upper left 0:? 1.000000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -271,8 +271,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -282,13 +282,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -357,7 +357,6 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 100(g_tTexcdi4) DescriptorSet 0 Decorate 110(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 130(Color) Location 0 Decorate 134(Depth) BuiltIn FragDepth Decorate 138(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index 2e79f621..dca7f774 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) @@ -216,7 +216,7 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:86 move second child to first child (temp 4-component vector of float) 0:86 Color: direct index for structure (temp 4-component vector of float) -0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -225,8 +225,8 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:86 1.000000 0:87 move second child to first child (temp float) -0:87 Depth: direct index for structure (temp float FragDepth) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:87 Depth: direct index for structure (temp float) +0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: @@ -236,13 +236,13 @@ gl_FragCoord origin is upper left 0:89 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:89 Color: direct index for structure (temp 4-component vector of float) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:89 Constant: 0:89 0 (const int) 0:89 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:89 Depth: direct index for structure (temp float FragDepth) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 Depth: direct index for structure (temp float) +0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:89 Constant: 0:89 1 (const int) 0:89 Branch: Return @@ -273,7 +273,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) @@ -485,7 +485,7 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:86 move second child to first child (temp 4-component vector of float) 0:86 Color: direct index for structure (temp 4-component vector of float) -0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:86 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -494,8 +494,8 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:86 1.000000 0:87 move second child to first child (temp float) -0:87 Depth: direct index for structure (temp float FragDepth) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:87 Depth: direct index for structure (temp float) +0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: @@ -505,13 +505,13 @@ gl_FragCoord origin is upper left 0:89 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:89 Color: direct index for structure (temp 4-component vector of float) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:89 Constant: 0:89 0 (const int) 0:89 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:89 Depth: direct index for structure (temp float FragDepth) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 Depth: direct index for structure (temp float) +0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:89 Constant: 0:89 1 (const int) 0:89 Branch: Return @@ -609,7 +609,6 @@ gl_FragCoord origin is upper left Decorate 147(g_tTexcdf4) DescriptorSet 0 Decorate 156(g_tTexcdi4) DescriptorSet 0 Decorate 165(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 171(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 180(Color) Location 0 Decorate 184(Depth) BuiltIn FragDepth Decorate 188(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index 9be83eb9..b8c7d5cc 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -179,7 +179,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -301,7 +301,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -310,8 +310,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -321,13 +321,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -401,7 +401,6 @@ gl_FragCoord origin is upper left Decorate 92(g_tTex3df4) DescriptorSet 0 Decorate 105(g_tTex3di4) DescriptorSet 0 Decorate 116(g_tTex3du4) DescriptorSet 0 - MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 136(Color) Location 0 Decorate 140(Depth) BuiltIn FragDepth Decorate 144(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index ae5aab5f..b30a4e2d 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -85,7 +85,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -105,13 +105,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -134,7 +134,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -217,7 +217,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -226,8 +226,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -237,13 +237,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -299,7 +299,6 @@ gl_FragCoord origin is upper left Decorate 59(g_tTex2df4) DescriptorSet 0 Decorate 72(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 - MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 102(Color) Location 0 Decorate 106(Depth) BuiltIn FragDepth Decorate 110(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index d80e6f1f..66f4629a 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:37 0.500000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -298,7 +298,7 @@ gl_FragCoord origin is upper left 0:37 0.500000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -307,8 +307,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -318,13 +318,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -393,7 +393,6 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 100(g_tTexcdi4) DescriptorSet 0 Decorate 110(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 130(Color) Location 0 Decorate 134(Depth) BuiltIn FragDepth Decorate 138(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index c462e479..faba4bef 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -154,7 +154,7 @@ gl_FragCoord origin is upper left 0:45 0.500000 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -163,8 +163,8 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: @@ -174,13 +174,13 @@ gl_FragCoord origin is upper left 0:50 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:50 Color: direct index for structure (temp 4-component vector of float) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 0 (const int) 0:50 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:50 Depth: direct index for structure (temp float FragDepth) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Depth: direct index for structure (temp float) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 1 (const int) 0:50 Branch: Return @@ -209,7 +209,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -361,7 +361,7 @@ gl_FragCoord origin is upper left 0:45 0.500000 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -370,8 +370,8 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: @@ -381,13 +381,13 @@ gl_FragCoord origin is upper left 0:50 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:50 Color: direct index for structure (temp 4-component vector of float) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 0 (const int) 0:50 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:50 Depth: direct index for structure (temp float FragDepth) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Depth: direct index for structure (temp float) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 1 (const int) 0:50 Branch: Return @@ -467,7 +467,6 @@ gl_FragCoord origin is upper left Decorate 119(g_tTexcdf4) DescriptorSet 0 Decorate 128(g_tTexcdi4) DescriptorSet 0 Decorate 137(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 143(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 154(Color) Location 0 Decorate 158(Depth) BuiltIn FragDepth Decorate 162(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index 58a87fd2..e83058b0 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -142,7 +142,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -151,8 +151,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -162,13 +162,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -197,7 +197,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -337,7 +337,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -346,8 +346,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -357,13 +357,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -437,7 +437,6 @@ gl_FragCoord origin is upper left Decorate 92(g_tTex3df4) DescriptorSet 0 Decorate 105(g_tTex3di4) DescriptorSet 0 Decorate 116(g_tTex3du4) DescriptorSet 0 - MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 136(Color) Location 0 Decorate 140(Depth) BuiltIn FragDepth Decorate 144(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index 6a0d18d0..a9e44041 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -97,7 +97,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -117,13 +117,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -146,7 +146,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -241,7 +241,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -261,13 +261,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -323,7 +323,6 @@ gl_FragCoord origin is upper left Decorate 60(g_tTex2df4) DescriptorSet 0 Decorate 73(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 - MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 102(Color) Location 0 Decorate 106(Depth) BuiltIn FragDepth Decorate 110(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index 215fa8fd..660db5b2 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:54 0.750000 0:56 move second child to first child (temp 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -142,8 +142,8 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Depth: direct index for structure (temp float) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: @@ -153,13 +153,13 @@ gl_FragCoord origin is upper left 0:59 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:59 Color: direct index for structure (temp 4-component vector of float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 0 (const int) 0:59 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:59 Depth: direct index for structure (temp float FragDepth) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 Depth: direct index for structure (temp float) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Branch: Return @@ -196,7 +196,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -327,7 +327,7 @@ gl_FragCoord origin is upper left 0:54 0.750000 0:56 move second child to first child (temp 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -336,8 +336,8 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Depth: direct index for structure (temp float) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: @@ -347,13 +347,13 @@ gl_FragCoord origin is upper left 0:59 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:59 Color: direct index for structure (temp 4-component vector of float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 0 (const int) 0:59 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:59 Depth: direct index for structure (temp float FragDepth) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 Depth: direct index for structure (temp float) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Branch: Return @@ -443,7 +443,6 @@ gl_FragCoord origin is upper left Decorate 96(g_tTexcdf4a) DescriptorSet 0 Decorate 110(g_tTexcdi4a) DescriptorSet 0 Decorate 121(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 129(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 140(Color) Location 0 Decorate 144(Depth) BuiltIn FragDepth Decorate 150(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index f6967c7c..253a59e2 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:55 0.750000 0:57 move second child to first child (temp 4-component vector of float) 0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 Depth: direct index for structure (temp float) +0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 0:60 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:60 Color: direct index for structure (temp 4-component vector of float) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 0 (const int) 0:60 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:60 Depth: direct index for structure (temp float FragDepth) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 Depth: direct index for structure (temp float) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 1 (const int) 0:60 Branch: Return @@ -187,7 +187,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -309,7 +309,7 @@ gl_FragCoord origin is upper left 0:55 0.750000 0:57 move second child to first child (temp 4-component vector of float) 0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -318,8 +318,8 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 Depth: direct index for structure (temp float) +0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: @@ -329,13 +329,13 @@ gl_FragCoord origin is upper left 0:60 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:60 Color: direct index for structure (temp 4-component vector of float) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 0 (const int) 0:60 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:60 Depth: direct index for structure (temp float FragDepth) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 Depth: direct index for structure (temp float) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 1 (const int) 0:60 Branch: Return @@ -426,7 +426,6 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 105(g_tTexcdi4) DescriptorSet 0 Decorate 117(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 138(Color) Location 0 Decorate 142(Depth) BuiltIn FragDepth Decorate 148(g_tTex3df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index b0693566..3d744bd3 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -97,7 +97,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:62 move second child to first child (temp 4-component vector of float) 0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 Depth: direct index for structure (temp float) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: @@ -117,13 +117,13 @@ gl_FragCoord origin is upper left 0:65 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:65 Depth: direct index for structure (temp float FragDepth) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Depth: direct index for structure (temp float) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 1 (const int) 0:65 Branch: Return @@ -160,7 +160,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -255,7 +255,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:62 move second child to first child (temp 4-component vector of float) 0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -264,8 +264,8 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 Depth: direct index for structure (temp float) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: @@ -275,13 +275,13 @@ gl_FragCoord origin is upper left 0:65 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:65 Depth: direct index for structure (temp float FragDepth) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Depth: direct index for structure (temp float) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 1 (const int) 0:65 Branch: Return @@ -366,7 +366,6 @@ gl_FragCoord origin is upper left Decorate 52(g_tTex2df4) DescriptorSet 0 Decorate 70(g_tTex2di4) DescriptorSet 0 Decorate 82(g_tTex2du4) DescriptorSet 0 - MemberDecorate 92(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 103(Color) Location 0 Decorate 107(Depth) BuiltIn FragDepth Decorate 113(g_tTex3df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index caa2b2cf..2eb302e7 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -103,7 +103,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:63 move second child to first child (temp 4-component vector of float) 0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 Depth: direct index for structure (temp float) +0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: @@ -123,13 +123,13 @@ gl_FragCoord origin is upper left 0:66 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:66 Color: direct index for structure (temp 4-component vector of float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 0 (const int) 0:66 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Branch: Return @@ -166,7 +166,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -267,7 +267,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:63 move second child to first child (temp 4-component vector of float) 0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -276,8 +276,8 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 Depth: direct index for structure (temp float) +0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: @@ -287,13 +287,13 @@ gl_FragCoord origin is upper left 0:66 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:66 Color: direct index for structure (temp 4-component vector of float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 0 (const int) 0:66 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Branch: Return @@ -377,7 +377,6 @@ gl_FragCoord origin is upper left Decorate 58(g_tTex2df4a) DescriptorSet 0 Decorate 76(g_tTex2di4a) DescriptorSet 0 Decorate 88(g_tTex2du4a) DescriptorSet 0 - MemberDecorate 98(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 109(Color) Location 0 Decorate 113(Depth) BuiltIn FragDepth Decorate 119(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index 0702b247..949f7f2b 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -151,7 +151,7 @@ gl_FragCoord origin is upper left 0:54 0.000000 0:56 move second child to first child (temp 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -160,8 +160,8 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Depth: direct index for structure (temp float) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: @@ -171,13 +171,13 @@ gl_FragCoord origin is upper left 0:59 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:59 Color: direct index for structure (temp 4-component vector of float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 0 (const int) 0:59 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:59 Depth: direct index for structure (temp float FragDepth) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 Depth: direct index for structure (temp float) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Branch: Return @@ -214,7 +214,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -363,7 +363,7 @@ gl_FragCoord origin is upper left 0:54 0.000000 0:56 move second child to first child (temp 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -372,8 +372,8 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:56 1.000000 0:57 move second child to first child (temp float) -0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Depth: direct index for structure (temp float) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: @@ -383,13 +383,13 @@ gl_FragCoord origin is upper left 0:59 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:59 Color: direct index for structure (temp 4-component vector of float) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 0 (const int) 0:59 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:59 Depth: direct index for structure (temp float FragDepth) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 Depth: direct index for structure (temp float) +0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Branch: Return @@ -479,7 +479,6 @@ gl_FragCoord origin is upper left Decorate 97(g_tTexcdf4a) DescriptorSet 0 Decorate 111(g_tTexcdi4a) DescriptorSet 0 Decorate 122(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 130(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 141(Color) Location 0 Decorate 145(Depth) BuiltIn FragDepth Decorate 151(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index 705e283e..5f83499a 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -142,7 +142,7 @@ gl_FragCoord origin is upper left 0:55 0.000000 0:57 move second child to first child (temp 4-component vector of float) 0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -151,8 +151,8 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 Depth: direct index for structure (temp float) +0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: @@ -162,13 +162,13 @@ gl_FragCoord origin is upper left 0:60 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:60 Color: direct index for structure (temp 4-component vector of float) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 0 (const int) 0:60 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:60 Depth: direct index for structure (temp float FragDepth) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 Depth: direct index for structure (temp float) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 1 (const int) 0:60 Branch: Return @@ -205,7 +205,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -345,7 +345,7 @@ gl_FragCoord origin is upper left 0:55 0.000000 0:57 move second child to first child (temp 4-component vector of float) 0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -354,8 +354,8 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:57 1.000000 0:58 move second child to first child (temp float) -0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 Depth: direct index for structure (temp float) +0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: @@ -365,13 +365,13 @@ gl_FragCoord origin is upper left 0:60 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:60 Color: direct index for structure (temp 4-component vector of float) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 0 (const int) 0:60 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:60 Depth: direct index for structure (temp float FragDepth) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 Depth: direct index for structure (temp float) +0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:60 Constant: 0:60 1 (const int) 0:60 Branch: Return @@ -462,7 +462,6 @@ gl_FragCoord origin is upper left Decorate 91(g_tTexcdf4) DescriptorSet 0 Decorate 106(g_tTexcdi4) DescriptorSet 0 Decorate 118(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 139(Color) Location 0 Decorate 143(Depth) BuiltIn FragDepth Decorate 149(g_tTex3df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index 6e7e0fdb..ceb1415f 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -109,7 +109,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:62 move second child to first child (temp 4-component vector of float) 0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -118,8 +118,8 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 Depth: direct index for structure (temp float) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: @@ -129,13 +129,13 @@ gl_FragCoord origin is upper left 0:65 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:65 Depth: direct index for structure (temp float FragDepth) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Depth: direct index for structure (temp float) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 1 (const int) 0:65 Branch: Return @@ -172,7 +172,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -279,7 +279,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:62 move second child to first child (temp 4-component vector of float) 0:62 Color: direct index for structure (temp 4-component vector of float) -0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -288,8 +288,8 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:62 1.000000 0:63 move second child to first child (temp float) -0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 Depth: direct index for structure (temp float) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: @@ -299,13 +299,13 @@ gl_FragCoord origin is upper left 0:65 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:65 Depth: direct index for structure (temp float FragDepth) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Depth: direct index for structure (temp float) +0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 1 (const int) 0:65 Branch: Return @@ -390,7 +390,6 @@ gl_FragCoord origin is upper left Decorate 53(g_tTex2df4) DescriptorSet 0 Decorate 71(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 - MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 104(Color) Location 0 Decorate 108(Depth) BuiltIn FragDepth Decorate 114(g_tTex3df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index ac23b8fa..ea32bcec 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -115,7 +115,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:63 move second child to first child (temp 4-component vector of float) 0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -124,8 +124,8 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 Depth: direct index for structure (temp float) +0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: @@ -135,13 +135,13 @@ gl_FragCoord origin is upper left 0:66 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:66 Color: direct index for structure (temp 4-component vector of float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 0 (const int) 0:66 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Branch: Return @@ -178,7 +178,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -291,7 +291,7 @@ gl_FragCoord origin is upper left 0:? 3 (const int) 0:63 move second child to first child (temp 4-component vector of float) 0:63 Color: direct index for structure (temp 4-component vector of float) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -300,8 +300,8 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:63 1.000000 0:64 move second child to first child (temp float) -0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 Depth: direct index for structure (temp float) +0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: @@ -311,13 +311,13 @@ gl_FragCoord origin is upper left 0:66 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:66 Color: direct index for structure (temp 4-component vector of float) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 0 (const int) 0:66 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 Depth: direct index for structure (temp float) +0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Branch: Return @@ -401,7 +401,6 @@ gl_FragCoord origin is upper left Decorate 59(g_tTex2df4a) DescriptorSet 0 Decorate 77(g_tTex2di4a) DescriptorSet 0 Decorate 89(g_tTex2du4a) DescriptorSet 0 - MemberDecorate 99(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 110(Color) Location 0 Decorate 114(Depth) BuiltIn FragDepth Decorate 120(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index 70e0fbe6..16f575af 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -160,7 +160,7 @@ gl_FragCoord origin is upper left 0:? 1.300000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -169,8 +169,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -180,13 +180,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -212,7 +212,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -370,7 +370,7 @@ gl_FragCoord origin is upper left 0:? 1.300000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -379,8 +379,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -390,13 +390,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -465,7 +465,6 @@ gl_FragCoord origin is upper left Decorate 85(g_tTexcdf4) DescriptorSet 0 Decorate 98(g_tTexcdi4) DescriptorSet 0 Decorate 107(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 113(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 124(Color) Location 0 Decorate 128(Depth) BuiltIn FragDepth Decorate 132(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index fe075520..d0d275f1 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -208,7 +208,7 @@ gl_FragCoord origin is upper left 0:? 1.300000 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -217,8 +217,8 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: @@ -228,13 +228,13 @@ gl_FragCoord origin is upper left 0:50 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:50 Color: direct index for structure (temp 4-component vector of float) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 0 (const int) 0:50 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:50 Depth: direct index for structure (temp float FragDepth) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Depth: direct index for structure (temp float) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 1 (const int) 0:50 Branch: Return @@ -263,7 +263,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -469,7 +469,7 @@ gl_FragCoord origin is upper left 0:? 1.300000 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -478,8 +478,8 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:47 1.000000 0:48 move second child to first child (temp float) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: @@ -489,13 +489,13 @@ gl_FragCoord origin is upper left 0:50 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:50 Color: direct index for structure (temp 4-component vector of float) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 0 (const int) 0:50 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:50 Depth: direct index for structure (temp float FragDepth) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Depth: direct index for structure (temp float) +0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:50 Constant: 0:50 1 (const int) 0:50 Branch: Return @@ -575,7 +575,6 @@ gl_FragCoord origin is upper left Decorate 124(g_tTexcdf4) DescriptorSet 0 Decorate 133(g_tTexcdi4) DescriptorSet 0 Decorate 142(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 148(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 159(Color) Location 0 Decorate 163(Depth) BuiltIn FragDepth Decorate 167(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index f2d6af7f..5e95ae0d 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplegrad.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -206,8 +206,8 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float Position) -0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float) +0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -219,8 +219,8 @@ Shader version: 450 0:? Sequence 0:48 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:48 Pos: direct index for structure (temp 4-component vector of float Position) -0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:48 Pos: direct index for structure (temp 4-component vector of float) +0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:48 Constant: 0:48 0 (const int) 0:48 Branch: Return @@ -247,7 +247,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -452,8 +452,8 @@ Shader version: 450 0:? 1.200000 0:? 1.300000 0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float Position) -0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float) +0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -465,8 +465,8 @@ Shader version: 450 0:? Sequence 0:48 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:48 Pos: direct index for structure (temp 4-component vector of float Position) -0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:48 Pos: direct index for structure (temp 4-component vector of float) +0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:48 Constant: 0:48 0 (const int) 0:48 Branch: Return @@ -542,7 +542,6 @@ Shader version: 450 Decorate 124(g_tTexcdf4) DescriptorSet 0 Decorate 133(g_tTexcdi4) DescriptorSet 0 Decorate 142(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 148(VS_OUTPUT) 0 BuiltIn Position Decorate 156(Pos) BuiltIn Position Decorate 160(g_tTex1df4a) DescriptorSet 0 Decorate 160(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index 4bfdadf3..ffe88328 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -178,7 +178,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -187,8 +187,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -198,13 +198,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -233,7 +233,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -409,7 +409,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -418,8 +418,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -429,13 +429,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -509,7 +509,6 @@ gl_FragCoord origin is upper left Decorate 95(g_tTex3df4) DescriptorSet 0 Decorate 110(g_tTex3di4) DescriptorSet 0 Decorate 121(g_tTex3du4) DescriptorSet 0 - MemberDecorate 132(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 141(Color) Location 0 Decorate 145(Depth) BuiltIn FragDepth Decorate 149(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index fc4cb532..9e141760 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -115,7 +115,7 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:35 move second child to first child (temp 4-component vector of float) 0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -124,8 +124,8 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:35 1.000000 0:36 move second child to first child (temp float) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: @@ -135,13 +135,13 @@ gl_FragCoord origin is upper left 0:38 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) 0:38 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float FragDepth) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Depth: direct index for structure (temp float) +0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:38 Branch: Return @@ -167,7 +167,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -280,7 +280,7 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:35 move second child to first child (temp 4-component vector of float) 0:35 Color: direct index for structure (temp 4-component vector of float) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -289,8 +289,8 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:35 1.000000 0:36 move second child to first child (temp float) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: @@ -300,13 +300,13 @@ gl_FragCoord origin is upper left 0:38 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:38 Color: direct index for structure (temp 4-component vector of float) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) 0:38 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:38 Depth: direct index for structure (temp float FragDepth) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Depth: direct index for structure (temp float) +0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 1 (const int) 0:38 Branch: Return @@ -369,7 +369,6 @@ gl_FragCoord origin is upper left Decorate 55(g_tTex2df4) DescriptorSet 0 Decorate 71(g_tTex2di4) DescriptorSet 0 Decorate 80(g_tTex2du4) DescriptorSet 0 - MemberDecorate 86(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 95(Color) Location 0 Decorate 99(Depth) BuiltIn FragDepth Decorate 103(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index 192edb12..766f6acb 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:37 0.750000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -144,13 +144,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -298,7 +298,7 @@ gl_FragCoord origin is upper left 0:37 0.750000 0:39 move second child to first child (temp 4-component vector of float) 0:39 Color: direct index for structure (temp 4-component vector of float) -0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -307,8 +307,8 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:39 1.000000 0:40 move second child to first child (temp float) -0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Depth: direct index for structure (temp float) +0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: @@ -318,13 +318,13 @@ gl_FragCoord origin is upper left 0:42 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:42 Color: direct index for structure (temp 4-component vector of float) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 0 (const int) 0:42 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:42 Depth: direct index for structure (temp float FragDepth) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 Depth: direct index for structure (temp float) +0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:42 Constant: 0:42 1 (const int) 0:42 Branch: Return @@ -393,7 +393,6 @@ gl_FragCoord origin is upper left Decorate 91(g_tTexcdf4a) DescriptorSet 0 Decorate 101(g_tTexcdi4a) DescriptorSet 0 Decorate 111(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 121(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 131(Color) Location 0 Decorate 135(Depth) BuiltIn FragDepth Decorate 139(g_tTex1df4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index e96a5245..ee53339b 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence @@ -154,7 +154,7 @@ gl_FragCoord origin is upper left 0:46 0.750000 0:48 move second child to first child (temp 4-component vector of float) 0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -163,8 +163,8 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:48 1.000000 0:49 move second child to first child (temp float) -0:49 Depth: direct index for structure (temp float FragDepth) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 Depth: direct index for structure (temp float) +0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: @@ -174,13 +174,13 @@ gl_FragCoord origin is upper left 0:51 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:51 Depth: direct index for structure (temp float FragDepth) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 Depth: direct index for structure (temp float) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 1 (const int) 0:51 Branch: Return @@ -210,7 +210,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence @@ -362,7 +362,7 @@ gl_FragCoord origin is upper left 0:46 0.750000 0:48 move second child to first child (temp 4-component vector of float) 0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -371,8 +371,8 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:48 1.000000 0:49 move second child to first child (temp float) -0:49 Depth: direct index for structure (temp float FragDepth) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 Depth: direct index for structure (temp float) +0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: @@ -382,13 +382,13 @@ gl_FragCoord origin is upper left 0:51 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:51 Depth: direct index for structure (temp float FragDepth) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 Depth: direct index for structure (temp float) +0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 1 (const int) 0:51 Branch: Return @@ -470,7 +470,6 @@ gl_FragCoord origin is upper left Decorate 120(g_tTexcdf4) DescriptorSet 0 Decorate 129(g_tTexcdi4) DescriptorSet 0 Decorate 138(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 144(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 155(Color) Location 0 Decorate 159(Depth) BuiltIn FragDepth Decorate 163(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index 15c9ac73..9af7a9fc 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplelevel.basic.dx10.vert Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -152,8 +152,8 @@ Shader version: 450 0:44 Constant: 0:44 0.750000 0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float Position) -0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float) +0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -165,8 +165,8 @@ Shader version: 450 0:? Sequence 0:48 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:48 Pos: direct index for structure (temp 4-component vector of float Position) -0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:48 Pos: direct index for structure (temp 4-component vector of float) +0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:48 Constant: 0:48 0 (const int) 0:48 Branch: Return @@ -193,7 +193,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:27 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) +0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -344,8 +344,8 @@ Shader version: 450 0:44 Constant: 0:44 0.750000 0:46 move second child to first child (temp 4-component vector of float) -0:46 Pos: direct index for structure (temp 4-component vector of float Position) -0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float) +0:46 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -357,8 +357,8 @@ Shader version: 450 0:? Sequence 0:48 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) -0:48 Pos: direct index for structure (temp 4-component vector of float Position) -0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) +0:48 Pos: direct index for structure (temp 4-component vector of float) +0:48 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:48 Constant: 0:48 0 (const int) 0:48 Branch: Return @@ -434,7 +434,6 @@ Shader version: 450 Decorate 120(g_tTexcdf4) DescriptorSet 0 Decorate 129(g_tTexcdi4) DescriptorSet 0 Decorate 138(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 144(VS_OUTPUT) 0 BuiltIn Position Decorate 152(Pos) BuiltIn Position Decorate 156(g_tTex1df4a) DescriptorSet 0 Decorate 156(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index 712f0503..d669a999 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -142,7 +142,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -151,8 +151,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -162,13 +162,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -197,7 +197,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -337,7 +337,7 @@ gl_FragCoord origin is upper left 0:? -1 (const int) 0:45 move second child to first child (temp 4-component vector of float) 0:45 Color: direct index for structure (temp 4-component vector of float) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -346,8 +346,8 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:45 1.000000 0:46 move second child to first child (temp float) -0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 Depth: direct index for structure (temp float) +0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: @@ -357,13 +357,13 @@ gl_FragCoord origin is upper left 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 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Depth: direct index for structure (temp float) +0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Branch: Return @@ -437,7 +437,6 @@ gl_FragCoord origin is upper left Decorate 93(g_tTex3df4) DescriptorSet 0 Decorate 106(g_tTex3di4) DescriptorSet 0 Decorate 117(g_tTex3du4) DescriptorSet 0 - MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 137(Color) Location 0 Decorate 141(Depth) BuiltIn FragDepth Decorate 145(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index 02f4a329..fd2673b6 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -97,7 +97,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -117,13 +117,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -146,7 +146,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -241,7 +241,7 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:33 move second child to first child (temp 4-component vector of float) 0:33 Color: direct index for structure (temp 4-component vector of float) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:33 1.000000 0:34 move second child to first child (temp float) -0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Depth: direct index for structure (temp float) +0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: @@ -261,13 +261,13 @@ gl_FragCoord origin is upper left 0:36 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:36 Color: direct index for structure (temp 4-component vector of float) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 0 (const int) 0:36 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) -0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 Depth: direct index for structure (temp float) +0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Branch: Return @@ -323,7 +323,6 @@ gl_FragCoord origin is upper left Decorate 60(g_tTex2df4) DescriptorSet 0 Decorate 73(g_tTex2di4) DescriptorSet 0 Decorate 84(g_tTex2du4) DescriptorSet 0 - MemberDecorate 94(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 103(Color) Location 0 Decorate 107(Depth) BuiltIn FragDepth Decorate 111(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index d5ddc6d2..3a444953 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -9,7 +9,7 @@ gl_FragCoord origin is upper left 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 Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{smooth temp 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}) +0:34 '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}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) @@ -51,7 +51,7 @@ gl_FragCoord origin is upper left 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 Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{smooth temp 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}) +0:34 '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}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) diff --git a/Test/baseResults/hlsl.structin.vert.out b/Test/baseResults/hlsl.structin.vert.out index 9452b4a4..b27f210b 100755 --- a/Test/baseResults/hlsl.structin.vert.out +++ b/Test/baseResults/hlsl.structin.vert.out @@ -1,15 +1,15 @@ hlsl.structin.vert Shader version: 450 0:? Sequence -0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 Function Parameters: 0:8 'd' (layout(location=0 ) in 4-component vector of float) -0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 'e' (layout(location=5 ) in 4-component vector of float) 0:? Sequence 0:11 move second child to first child (temp 4-component vector of float) -0:11 b: direct index for structure (smooth temp 4-component vector of float) -0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:11 b: direct index for structure (temp 4-component vector of float) +0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:11 Constant: 0:11 2 (const int) 0:11 add (temp 4-component vector of float) @@ -37,19 +37,19 @@ Shader version: 450 0:13 move second child to first child (temp 2-element array of 4-component vector of float) 0:? 'm' (layout(location=0 ) out 2-element array of 4-component vector of float) 0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 0 (const int) 0:13 move second child to first child (temp 2-component vector of uint) 0:? 'coord' (layout(location=2 ) out 2-component vector of uint) 0:13 coord: direct index for structure (temp 2-component vector of uint) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) 0:13 move second child to first child (temp 4-component vector of float) 0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) -0:13 b: direct index for structure (smooth temp 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 b: direct index for structure (temp 4-component vector of float) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 2 (const int) 0:13 Branch: Return @@ -60,7 +60,7 @@ Shader version: 450 0:? 'd' (layout(location=0 ) in 4-component vector of float) 0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float) 0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) smooth in 4-component vector of float) +0:? 'b' (layout(location=4 ) in 4-component vector of float) 0:? 'e' (layout(location=5 ) in 4-component vector of float) @@ -69,15 +69,15 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 Function Parameters: 0:8 'd' (layout(location=0 ) in 4-component vector of float) -0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:8 'e' (layout(location=5 ) in 4-component vector of float) 0:? Sequence 0:11 move second child to first child (temp 4-component vector of float) -0:11 b: direct index for structure (smooth temp 4-component vector of float) -0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:11 b: direct index for structure (temp 4-component vector of float) +0:11 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:11 Constant: 0:11 2 (const int) 0:11 add (temp 4-component vector of float) @@ -105,19 +105,19 @@ Shader version: 450 0:13 move second child to first child (temp 2-element array of 4-component vector of float) 0:? 'm' (layout(location=0 ) out 2-element array of 4-component vector of float) 0:13 m: direct index for structure (temp 2-element array of 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 0 (const int) 0:13 move second child to first child (temp 2-component vector of uint) 0:? 'coord' (layout(location=2 ) out 2-component vector of uint) 0:13 coord: direct index for structure (temp 2-component vector of uint) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 1 (const int) 0:13 move second child to first child (temp 4-component vector of float) 0:? 'b' (layout(location=3 ) smooth out 4-component vector of float) -0:13 b: direct index for structure (smooth temp 4-component vector of float) -0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b}) +0:13 b: direct index for structure (temp 4-component vector of float) +0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b}) 0:13 Constant: 0:13 2 (const int) 0:13 Branch: Return @@ -128,7 +128,7 @@ Shader version: 450 0:? 'd' (layout(location=0 ) in 4-component vector of float) 0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float) 0:? 'coord' (layout(location=3 ) in 2-component vector of uint) -0:? 'b' (layout(location=4 ) smooth in 4-component vector of float) +0:? 'b' (layout(location=4 ) in 4-component vector of float) 0:? 'e' (layout(location=5 ) in 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out b/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out index 0c00f238..bd1fa7e4 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out @@ -30,7 +30,6 @@ Linked fragment stage: Decorate 3789 DescriptorSet 0 Decorate 3805 DescriptorSet 0 Decorate 3869 DescriptorSet 0 - MemberDecorate 1032 1 BuiltIn FragDepth Decorate 4656 Location 0 Decorate 4112 BuiltIn FragDepth 8: TypeVoid diff --git a/Test/baseResults/remap.hlsl.sample.basic.none.frag.out b/Test/baseResults/remap.hlsl.sample.basic.none.frag.out index 34477d21..b149718f 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.none.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.none.frag.out @@ -79,7 +79,6 @@ Linked fragment stage: Decorate 147(g_tTexcdf4) DescriptorSet 0 Decorate 156(g_tTexcdi4) DescriptorSet 0 Decorate 165(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 171(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 180(Color) Location 0 Decorate 184(Depth) BuiltIn FragDepth Decorate 187(g_sSamp2d) DescriptorSet 0 diff --git a/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out b/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out index b4a792c2..53407678 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out @@ -30,7 +30,6 @@ Linked fragment stage: Decorate 147 DescriptorSet 0 Decorate 156 DescriptorSet 0 Decorate 165 DescriptorSet 0 - MemberDecorate 171 1 BuiltIn FragDepth Decorate 180 Location 0 Decorate 184 BuiltIn FragDepth Decorate 187 DescriptorSet 0 diff --git a/hlsl/hlslParseHelper.cpp b/hlsl/hlslParseHelper.cpp index e506e297..9f1cff18 100755 --- a/hlsl/hlslParseHelper.cpp +++ b/hlsl/hlslParseHelper.cpp @@ -717,6 +717,9 @@ bool HlslParseContext::shouldFlatten(const TType& type) const // Figure out the mapping between an aggregate's top members and an // equivalent set of individual variables. // +// N.B. Erases memory of I/O-related annotations in the original type's member, +// effecting a transfer of this information to the flattened variable form. +// // Assumes shouldFlatten() or equivalent was called first. // // TODO: generalize this to arbitrary nesting? @@ -730,6 +733,9 @@ void HlslParseContext::flatten(const TVariable& variable) *members[member].type); mergeQualifiers(memberVariable->getWritableType().getQualifier(), variable.getType().getQualifier()); memberVariables.push_back(memberVariable); + + // N.B. Erase I/O-related annotations from the source-type member. + members[member].type->getQualifier().makeTemporary(); } flattenMap[variable.getUniqueId()] = memberVariables;