HLSL: Support {...} initializer lists that are too short.
This commit is contained in:
310
Test/baseResults/hlsl.partialInit.frag.out
Executable file
310
Test/baseResults/hlsl.partialInit.frag.out
Executable file
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hlsl.partialInit.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child (temp 3-element array of float)
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0:9 'gfa' (global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:12 Function Parameters:
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0:12 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:13 Sequence
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0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:13 Constant:
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0:13 3 (const int)
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0:13 0.000000
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0:13 false (const bool)
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0:13 0.000000
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0:13 0.000000
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0:13 0.000000
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0:13 0.000000
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0:15 move second child to first child (temp 4-component vector of float)
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0:15 v: direct index for structure (temp 4-component vector of float)
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0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:15 Constant:
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0:15 3 (const int)
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0:15 vector-scale (temp 4-component vector of float)
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0:15 'gv' (global 4-component vector of float)
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0:15 direct index (temp float)
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0:15 'gfa' (global 3-element array of float)
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0:15 Constant:
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0:15 2 (const int)
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0:16 Sequence
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0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:16 Constant:
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0:16 0 (const int)
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0:16 0.000000
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0:16 false (const bool)
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:19 move second child to first child (temp bool)
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0:19 c: direct index for structure (temp bool)
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0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 2 (const int)
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0:19 c: direct index for structure (temp bool)
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0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:? 'a' (layout(location=0 ) out int)
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0:21 a: direct index for structure (temp int)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 0 (const int)
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0:21 move second child to first child (temp float)
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0:? 'b' (layout(location=1 ) out float)
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0:21 b: direct index for structure (temp float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 1 (const int)
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0:21 move second child to first child (temp bool)
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0:? 'c' (layout(location=2 ) out bool)
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0:21 c: direct index for structure (temp bool)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 2 (const int)
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0:21 move second child to first child (temp 4-component vector of float)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:21 v: direct index for structure (temp 4-component vector of float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 Branch: Return
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0:? Linker Objects
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0:? 'a' (layout(location=0 ) out int)
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0:? 'b' (layout(location=1 ) out float)
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0:? 'c' (layout(location=2 ) out bool)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'gv' (global 4-component vector of float)
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0:? 'gfa' (global 3-element array of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Sequence
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0:8 move second child to first child (temp 4-component vector of float)
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0:8 'gv' (global 4-component vector of float)
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0:8 Constant:
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0:8 0.000000
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0:8 0.000000
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0:8 1.000000
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0:8 0.000000
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0:9 Sequence
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0:9 move second child to first child (temp 3-element array of float)
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0:9 'gfa' (global 3-element array of float)
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:12 Function Parameters:
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0:12 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:13 Sequence
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0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:13 Constant:
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0:13 3 (const int)
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0:13 0.000000
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0:13 false (const bool)
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0:13 0.000000
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0:13 0.000000
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0:13 0.000000
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0:13 0.000000
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0:15 move second child to first child (temp 4-component vector of float)
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0:15 v: direct index for structure (temp 4-component vector of float)
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0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:15 Constant:
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0:15 3 (const int)
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0:15 vector-scale (temp 4-component vector of float)
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0:15 'gv' (global 4-component vector of float)
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0:15 direct index (temp float)
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0:15 'gfa' (global 3-element array of float)
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0:15 Constant:
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0:15 2 (const int)
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0:16 Sequence
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0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:16 Constant:
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0:16 0 (const int)
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0:16 0.000000
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0:16 false (const bool)
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:16 0.000000
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0:19 move second child to first child (temp bool)
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0:19 c: direct index for structure (temp bool)
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0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 2 (const int)
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0:19 c: direct index for structure (temp bool)
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0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:? 'a' (layout(location=0 ) out int)
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0:21 a: direct index for structure (temp int)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 0 (const int)
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0:21 move second child to first child (temp float)
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0:? 'b' (layout(location=1 ) out float)
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0:21 b: direct index for structure (temp float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 1 (const int)
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0:21 move second child to first child (temp bool)
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0:? 'c' (layout(location=2 ) out bool)
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0:21 c: direct index for structure (temp bool)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 2 (const int)
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0:21 move second child to first child (temp 4-component vector of float)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:21 v: direct index for structure (temp 4-component vector of float)
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0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:21 Constant:
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0:21 3 (const int)
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0:21 Branch: Return
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0:? Linker Objects
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0:? 'a' (layout(location=0 ) out int)
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0:? 'b' (layout(location=1 ) out float)
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0:? 'c' (layout(location=2 ) out bool)
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0:? 'v' (layout(location=3 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'gv' (global 4-component vector of float)
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0:? 'gfa' (global 3-element array of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 66
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 45 50 56 60 65
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "gv"
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Name 17 "gfa"
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Name 21 "outs"
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MemberName 21(outs) 0 "a"
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MemberName 21(outs) 1 "b"
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MemberName 21(outs) 2 "c"
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MemberName 21(outs) 3 "v"
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Name 23 "o2"
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Name 28 "o4"
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Name 37 "o1"
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Name 45 "a"
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Name 50 "b"
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Name 56 "c"
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Name 60 "v"
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Name 65 "input"
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Decorate 45(a) Location 0
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Decorate 50(b) Location 1
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Decorate 56(c) Location 2
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Decorate 60(v) Location 3
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Decorate 65(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Private 7(fvec4)
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9(gv): 8(ptr) Variable Private
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10: 6(float) Constant 0
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11: 6(float) Constant 1065353216
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12: 7(fvec4) ConstantComposite 10 10 11 10
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13: TypeInt 32 0
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14: 13(int) Constant 3
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15: TypeArray 6(float) 14
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16: TypePointer Private 15
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17(gfa): 16(ptr) Variable Private
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18: 15 ConstantComposite 10 10 10
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19: TypeInt 32 1
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20: TypeBool
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21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4)
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22: TypePointer Function 21(outs)
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24: 19(int) Constant 3
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25: 20(bool) ConstantFalse
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26: 7(fvec4) ConstantComposite 10 10 10 10
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27: 21(outs) ConstantComposite 24 10 25 26
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30: 19(int) Constant 2
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31: TypePointer Private 6(float)
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35: TypePointer Function 7(fvec4)
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38: 19(int) Constant 0
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39: 21(outs) ConstantComposite 38 10 25 26
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40: TypePointer Function 20(bool)
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44: TypePointer Output 19(int)
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45(a): 44(ptr) Variable Output
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46: TypePointer Function 19(int)
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49: TypePointer Output 6(float)
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50(b): 49(ptr) Variable Output
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51: 19(int) Constant 1
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52: TypePointer Function 6(float)
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55: TypePointer Output 20(bool)
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56(c): 55(ptr) Variable Output
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59: TypePointer Output 7(fvec4)
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60(v): 59(ptr) Variable Output
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64: TypePointer Input 7(fvec4)
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65(input): 64(ptr) Variable Input
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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23(o2): 22(ptr) Variable Function
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28(o4): 22(ptr) Variable Function
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37(o1): 22(ptr) Variable Function
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Store 9(gv) 12
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Store 17(gfa) 18
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Store 23(o2) 27
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29: 7(fvec4) Load 9(gv)
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32: 31(ptr) AccessChain 17(gfa) 30
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33: 6(float) Load 32
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34: 7(fvec4) VectorTimesScalar 29 33
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36: 35(ptr) AccessChain 28(o4) 24
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Store 36 34
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Store 37(o1) 39
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41: 40(ptr) AccessChain 37(o1) 30
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42: 20(bool) Load 41
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43: 40(ptr) AccessChain 28(o4) 30
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Store 43 42
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47: 46(ptr) AccessChain 28(o4) 38
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48: 19(int) Load 47
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Store 45(a) 48
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53: 52(ptr) AccessChain 28(o4) 51
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54: 6(float) Load 53
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Store 50(b) 54
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57: 40(ptr) AccessChain 28(o4) 30
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58: 20(bool) Load 57
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Store 56(c) 58
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61: 35(ptr) AccessChain 28(o4) 24
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62: 7(fvec4) Load 61
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Store 60(v) 62
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Return
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FunctionEnd
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