diff --git a/Test/baseResults/hlsl.aliasOpaque.frag.out b/Test/baseResults/hlsl.aliasOpaque.frag.out index 9218a82b..b7c2c9e2 100644 --- a/Test/baseResults/hlsl.aliasOpaque.frag.out +++ b/Test/baseResults/hlsl.aliasOpaque.frag.out @@ -23,9 +23,9 @@ gl_FragCoord origin is upper left 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 Constant: 0:13 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:13 Constant: +0:13 0.200000 +0:13 0.300000 0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence @@ -96,9 +96,9 @@ gl_FragCoord origin is upper left 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 Constant: 0:13 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:13 Constant: +0:13 0.200000 +0:13 0.300000 0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index 5b6afbdc..26917729 100644 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -5,21 +5,21 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:7 Constant: +0:7 1.000000 +0:7 2.000000 +0:7 3.000000 +0:7 4.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 +0:11 3.000000 +0:11 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) @@ -152,21 +152,21 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:7 Constant: +0:7 1.000000 +0:7 2.000000 +0:7 3.000000 +0:7 4.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 +0:11 3.000000 +0:11 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) diff --git a/Test/baseResults/hlsl.attribute.expression.comp.out b/Test/baseResults/hlsl.attribute.expression.comp.out index 3fc9b5bd..bee8efe0 100644 --- a/Test/baseResults/hlsl.attribute.expression.comp.out +++ b/Test/baseResults/hlsl.attribute.expression.comp.out @@ -23,11 +23,11 @@ local_size = (4, 6, 8) 0:11 Pre-Increment ( temp int) 0:11 'x' ( temp int) 0:14 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence @@ -66,11 +66,11 @@ local_size = (4, 6, 8) 0:11 Pre-Increment ( temp int) 0:11 'x' ( temp int) 0:14 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 4ee24818..d4367a09 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence @@ -63,9 +63,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -76,9 +76,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence @@ -89,10 +89,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence @@ -103,10 +103,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence @@ -117,10 +117,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) @@ -231,9 +231,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence @@ -244,9 +244,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -257,9 +257,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence @@ -270,10 +270,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence @@ -284,10 +284,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence @@ -298,10 +298,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index 6abe22c0..8a4be02d 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence @@ -63,9 +63,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 1 (const int) 0:34 Sequence @@ -76,9 +76,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 1 (const int) 0:36 Sequence @@ -89,10 +89,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 1 (const int) 0:37 Sequence @@ -103,10 +103,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -117,10 +117,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) @@ -231,9 +231,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence @@ -244,9 +244,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 1 (const int) 0:34 Sequence @@ -257,9 +257,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 1 (const int) 0:36 Sequence @@ -270,10 +270,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 1 (const int) 0:37 Sequence @@ -284,10 +284,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -298,10 +298,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.comparison.vec.frag.out b/Test/baseResults/hlsl.comparison.vec.frag.out index 1bf2cedb..9fec4338 100644 --- a/Test/baseResults/hlsl.comparison.vec.frag.out +++ b/Test/baseResults/hlsl.comparison.vec.frag.out @@ -9,11 +9,11 @@ gl_FragCoord origin is upper left 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:5 Constant: +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'v01' ( temp float) @@ -142,11 +142,11 @@ gl_FragCoord origin is upper left 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:5 Constant: +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'v01' ( temp float) diff --git a/Test/baseResults/hlsl.conditional.frag.out b/Test/baseResults/hlsl.conditional.frag.out index 84396d58..99f2538c 100644 --- a/Test/baseResults/hlsl.conditional.frag.out +++ b/Test/baseResults/hlsl.conditional.frag.out @@ -228,17 +228,17 @@ gl_FragCoord origin is upper left 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:41 Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) -0:? Constant: -0:? true (const bool) -0:? false (const bool) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? Constant: -0:? 3.000000 -0:? 4.000000 +0:41 Constant: +0:41 true (const bool) +0:41 false (const bool) +0:41 Constant: +0:41 1.000000 +0:41 2.000000 +0:41 Constant: +0:41 3.000000 +0:41 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: @@ -491,17 +491,17 @@ gl_FragCoord origin is upper left 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:41 Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) -0:? Constant: -0:? true (const bool) -0:? false (const bool) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? Constant: -0:? 3.000000 -0:? 4.000000 +0:41 Constant: +0:41 true (const bool) +0:41 false (const bool) +0:41 Constant: +0:41 1.000000 +0:41 2.000000 +0:41 Constant: +0:41 3.000000 +0:41 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: diff --git a/Test/baseResults/hlsl.constructexpr.frag.out b/Test/baseResults/hlsl.constructexpr.frag.out index a6d387f3..7b25ae84 100644 --- a/Test/baseResults/hlsl.constructexpr.frag.out +++ b/Test/baseResults/hlsl.constructexpr.frag.out @@ -18,12 +18,12 @@ gl_FragCoord origin is upper left 0:11 Constant: 0:11 8 (const int) 0:12 Comma ( temp 2-component vector of float) -0:? Constant: -0:? 9.000000 -0:? 10.000000 -0:? Constant: -0:? 11.000000 -0:? 12.000000 +0:12 Constant: +0:12 9.000000 +0:12 10.000000 +0:12 Constant: +0:12 11.000000 +0:12 12.000000 0:15 move second child to first child ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) @@ -72,12 +72,12 @@ gl_FragCoord origin is upper left 0:11 Constant: 0:11 8 (const int) 0:12 Comma ( temp 2-component vector of float) -0:? Constant: -0:? 9.000000 -0:? 10.000000 -0:? Constant: -0:? 11.000000 -0:? 12.000000 +0:12 Constant: +0:12 9.000000 +0:12 10.000000 +0:12 Constant: +0:12 11.000000 +0:12 12.000000 0:15 move second child to first child ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) diff --git a/Test/baseResults/hlsl.constructimat.frag.out b/Test/baseResults/hlsl.constructimat.frag.out index d2d3d01d..a76ac6a9 100644 --- a/Test/baseResults/hlsl.constructimat.frag.out +++ b/Test/baseResults/hlsl.constructimat.frag.out @@ -28,23 +28,23 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:7 Constant: +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int) @@ -60,15 +60,15 @@ gl_FragCoord origin is upper left 0:12 Sequence 0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:12 Constant: +0:12 0 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 0 (const int) +0:12 0 (const int) +0:12 0 (const int) 0:16 Sequence 0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int) @@ -82,13 +82,13 @@ gl_FragCoord origin is upper left 0:17 Sequence 0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) +0:17 Constant: +0:17 0 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 0 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint) @@ -112,23 +112,23 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:23 Constant: +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) 0:27 Sequence 0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint) @@ -144,15 +144,15 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:28 Constant: +0:28 0 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) 0:32 Sequence 0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint) @@ -166,13 +166,13 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) +0:33 Constant: +0:33 0 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 0 (const uint) 0:38 Sequence 0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool) @@ -196,23 +196,23 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:39 Constant: +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool) @@ -228,15 +228,15 @@ gl_FragCoord origin is upper left 0:44 Sequence 0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:44 Constant: +0:44 false (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 false (const bool) +0:44 false (const bool) +0:44 false (const bool) 0:48 Sequence 0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool) @@ -250,13 +250,13 @@ gl_FragCoord origin is upper left 0:49 Sequence 0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:49 Constant: +0:49 false (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 false (const bool) 0:51 Branch: Return with expression 0:51 Constant: 0:51 0 (const int) @@ -302,23 +302,23 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:7 Constant: +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int) @@ -334,15 +334,15 @@ gl_FragCoord origin is upper left 0:12 Sequence 0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:12 Constant: +0:12 0 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 0 (const int) +0:12 0 (const int) +0:12 0 (const int) 0:16 Sequence 0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int) @@ -356,13 +356,13 @@ gl_FragCoord origin is upper left 0:17 Sequence 0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) +0:17 Constant: +0:17 0 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 0 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint) @@ -386,23 +386,23 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:23 Constant: +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) 0:27 Sequence 0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint) @@ -418,15 +418,15 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:28 Constant: +0:28 0 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) 0:32 Sequence 0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint) @@ -440,13 +440,13 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) +0:33 Constant: +0:33 0 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 0 (const uint) 0:38 Sequence 0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool) @@ -470,23 +470,23 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:39 Constant: +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool) @@ -502,15 +502,15 @@ gl_FragCoord origin is upper left 0:44 Sequence 0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:44 Constant: +0:44 false (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 false (const bool) +0:44 false (const bool) +0:44 false (const bool) 0:48 Sequence 0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool) @@ -524,13 +524,13 @@ gl_FragCoord origin is upper left 0:49 Sequence 0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:49 Constant: +0:49 false (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 false (const bool) 0:51 Branch: Return with expression 0:51 Constant: 0:51 0 (const int) diff --git a/Test/baseResults/hlsl.coverage.frag.out b/Test/baseResults/hlsl.coverage.frag.out index cb81d562..7c44e1fb 100644 --- a/Test/baseResults/hlsl.coverage.frag.out +++ b/Test/baseResults/hlsl.coverage.frag.out @@ -11,11 +11,11 @@ gl_FragCoord origin is upper left 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 Constant: 0:17 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 1.000000 +0:17 0.000000 +0:17 0.000000 +0:17 1.000000 0:18 move second child to first child ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) @@ -72,11 +72,11 @@ gl_FragCoord origin is upper left 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 Constant: 0:17 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 1.000000 +0:17 0.000000 +0:17 0.000000 +0:17 1.000000 0:18 move second child to first child ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) diff --git a/Test/baseResults/hlsl.earlydepthstencil.frag.out b/Test/baseResults/hlsl.earlydepthstencil.frag.out index e6ad3594..34ca0062 100644 --- a/Test/baseResults/hlsl.earlydepthstencil.frag.out +++ b/Test/baseResults/hlsl.earlydepthstencil.frag.out @@ -11,7 +11,7 @@ using early_fragment_tests 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) -0:? Construct uvec2 ( temp 2-component vector of uint) +0:10 Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) @@ -67,7 +67,7 @@ using early_fragment_tests 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) -0:? Construct uvec2 ( temp 2-component vector of uint) +0:10 Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.flatten.return.frag.out b/Test/baseResults/hlsl.flatten.return.frag.out index ffb9dcc4..9a51f1fc 100644 --- a/Test/baseResults/hlsl.flatten.return.frag.out +++ b/Test/baseResults/hlsl.flatten.return.frag.out @@ -6,14 +6,14 @@ gl_FragCoord origin is upper left 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:12 Constant: +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 +0:12 4.000000 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence @@ -67,14 +67,14 @@ gl_FragCoord origin is upper left 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:12 Constant: +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 +0:12 4.000000 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaque.frag.out b/Test/baseResults/hlsl.flattenOpaque.frag.out index d63caf5c..9a29081b 100644 --- a/Test/baseResults/hlsl.flattenOpaque.frag.out +++ b/Test/baseResults/hlsl.flattenOpaque.frag.out @@ -15,9 +15,9 @@ gl_FragCoord origin is upper left 0:16 's' ( in structure{ temp sampler s2D}) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:16 Constant: +0:16 0.200000 +0:16 0.300000 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 's' ( in structure{ temp sampler s2D}) @@ -47,9 +47,9 @@ gl_FragCoord origin is upper left 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 Constant: 0:26 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:26 Constant: +0:26 0.200000 +0:26 0.300000 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) @@ -94,9 +94,9 @@ gl_FragCoord origin is upper left 0:37 0 (const int) 0:? 's.s2D' ( uniform sampler) 0:37 'aggShadow' ( temp structure{ temp sampler s2D}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:37 Constant: +0:37 0.200000 +0:37 0.300000 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Sequence @@ -129,9 +129,9 @@ gl_FragCoord origin is upper left 0:39 1 (const int) 0:? 's2.tex' ( uniform texture2D) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.200000 +0:39 0.300000 0:35 Function Definition: main( ( temp void) 0:35 Function Parameters: 0:? Sequence @@ -164,9 +164,9 @@ gl_FragCoord origin is upper left 0:16 's' ( in structure{ temp sampler s2D}) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:16 Constant: +0:16 0.200000 +0:16 0.300000 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 's' ( in structure{ temp sampler s2D}) @@ -196,9 +196,9 @@ gl_FragCoord origin is upper left 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 Constant: 0:26 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:26 Constant: +0:26 0.200000 +0:26 0.300000 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) @@ -243,9 +243,9 @@ gl_FragCoord origin is upper left 0:37 0 (const int) 0:? 's.s2D' ( uniform sampler) 0:37 'aggShadow' ( temp structure{ temp sampler s2D}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:37 Constant: +0:37 0.200000 +0:37 0.300000 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Sequence @@ -278,9 +278,9 @@ gl_FragCoord origin is upper left 0:39 1 (const int) 0:? 's2.tex' ( uniform texture2D) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.200000 +0:39 0.300000 0:35 Function Definition: main( ( temp void) 0:35 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaqueInit.vert.out b/Test/baseResults/hlsl.flattenOpaqueInit.vert.out index d27cadc5..10e83450 100644 --- a/Test/baseResults/hlsl.flattenOpaqueInit.vert.out +++ b/Test/baseResults/hlsl.flattenOpaqueInit.vert.out @@ -17,9 +17,9 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 Constant: 0:6 0 (const int) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:6 Constant: +0:6 0.300000 +0:6 0.400000 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Parameters: 0:? Sequence @@ -101,9 +101,9 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 Constant: 0:6 0 (const int) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:6 Constant: +0:6 0.300000 +0:6 0.400000 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out b/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out index 04f70091..c8d0b166 100644 --- a/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out +++ b/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out @@ -17,7 +17,7 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: 0:6 0 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:6 Construct vec2 ( temp 2-component vector of float) 0:6 f: direct index for structure ( temp float) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: @@ -72,7 +72,7 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: 0:6 0 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:6 Construct vec2 ( temp 2-component vector of float) 0:6 f: direct index for structure ( temp float) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: diff --git a/Test/baseResults/hlsl.flattenSubset2.frag.out b/Test/baseResults/hlsl.flattenSubset2.frag.out index bac9b30d..c3196378 100644 --- a/Test/baseResults/hlsl.flattenSubset2.frag.out +++ b/Test/baseResults/hlsl.flattenSubset2.frag.out @@ -52,11 +52,11 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:23 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence @@ -128,11 +128,11 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:23 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index b679ac4c..e39d5a2a 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -13,10 +13,10 @@ using depth_any 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 +0:29 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) @@ -24,10 +24,10 @@ using depth_any 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:30 Constant: +0:30 0.300000 +0:30 0.400000 +0:30 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) @@ -35,10 +35,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:31 Constant: +0:31 0.500000 +0:31 0.600000 +0:31 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -46,11 +46,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -58,11 +58,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -70,11 +70,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 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 Depth}) @@ -146,10 +146,10 @@ using depth_any 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 +0:29 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) @@ -157,10 +157,10 @@ using depth_any 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:30 Constant: +0:30 0.300000 +0:30 0.400000 +0:30 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) @@ -168,10 +168,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:31 Constant: +0:31 0.500000 +0:31 0.600000 +0:31 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -179,11 +179,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -191,11 +191,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -203,11 +203,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 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 Depth}) diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index c80c10f4..99efd614 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -23,9 +23,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -33,9 +33,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float) @@ -43,10 +43,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int) @@ -54,10 +54,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint) @@ -65,10 +65,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 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 Depth}) @@ -144,9 +144,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -154,9 +154,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -164,9 +164,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float) @@ -174,10 +174,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int) @@ -185,10 +185,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint) @@ -196,10 +196,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 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 Depth}) diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index fd0c958d..96525e0c 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -11,9 +11,9 @@ Shader version: 500 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -21,9 +21,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:34 Constant: +0:34 0.300000 +0:34 0.400000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -31,9 +31,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:35 Constant: +0:35 0.500000 +0:35 0.600000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float) @@ -41,10 +41,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int) @@ -52,10 +52,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint) @@ -63,20 +63,20 @@ Shader version: 500 0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 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) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:45 Branch: Return with expression 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:28 Function Definition: main( ( temp void) @@ -123,9 +123,9 @@ Shader version: 500 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -133,9 +133,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:34 Constant: +0:34 0.300000 +0:34 0.400000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -143,9 +143,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:35 Constant: +0:35 0.500000 +0:35 0.600000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float) @@ -153,10 +153,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int) @@ -164,10 +164,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint) @@ -175,20 +175,20 @@ Shader version: 500 0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 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) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:45 Branch: Return with expression 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:28 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index 4e40f72d..59bd8da8 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -13,12 +13,12 @@ using depth_any 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -26,12 +26,12 @@ using depth_any 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:34 Constant: +0:34 0.300000 +0:34 0.400000 +0:34 Constant: +0:34 1 (const int) +0:34 1 (const int) 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -39,12 +39,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:35 Constant: +0:35 0.500000 +0:35 0.600000 +0:35 Constant: +0:35 1 (const int) +0:35 -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 Depth}) @@ -119,12 +119,12 @@ using depth_any 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -132,12 +132,12 @@ using depth_any 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:34 Constant: +0:34 0.300000 +0:34 0.400000 +0:34 Constant: +0:34 1 (const int) +0:34 1 (const int) 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -145,12 +145,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:35 Constant: +0:35 0.500000 +0:35 0.600000 +0:35 Constant: +0:35 1 (const int) +0:35 -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 Depth}) diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index 54b693f9..942bd923 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -13,13 +13,13 @@ using depth_any 0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:25 Constant: +0:25 0.100000 +0:25 0.200000 +0:25 0.300000 +0:25 Constant: +0:25 1 (const int) +0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int) @@ -27,13 +27,13 @@ using depth_any 0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:26 Constant: +0:26 0.300000 +0:26 0.400000 +0:26 0.400000 +0:26 Constant: +0:26 1 (const int) +0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint) @@ -41,13 +41,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:27 Constant: +0:27 0.500000 +0:27 0.600000 +0:27 0.700000 +0:27 Constant: +0:27 1 (const int) +0:27 -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 Depth}) @@ -116,13 +116,13 @@ using depth_any 0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:25 Constant: +0:25 0.100000 +0:25 0.200000 +0:25 0.300000 +0:25 Constant: +0:25 1 (const int) +0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int) @@ -130,13 +130,13 @@ using depth_any 0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:26 Constant: +0:26 0.300000 +0:26 0.400000 +0:26 0.400000 +0:26 Constant: +0:26 1 (const int) +0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint) @@ -144,13 +144,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:27 Constant: +0:27 0.500000 +0:27 0.600000 +0:27 0.700000 +0:27 Constant: +0:27 1 (const int) +0:27 -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 Depth}) diff --git a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out index 8f45abc2..a858f15d 100644 --- a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out @@ -19,9 +19,9 @@ using depth_any 0:45 1 (const uint) 0:45 Constant: 0:45 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:45 Constant: +0:45 1 (const int) +0:45 0 (const int) 0:46 Sequence 0:46 move second child to first child ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int) @@ -35,9 +35,9 @@ using depth_any 0:46 1 (const uint) 0:46 Constant: 0:46 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:46 Constant: +0:46 1 (const int) +0:46 -1 (const int) 0:47 Sequence 0:47 move second child to first child ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint) @@ -51,9 +51,9 @@ using depth_any 0:47 1 (const uint) 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:47 Constant: +0:47 1 (const int) +0:47 1 (const int) 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float) @@ -133,9 +133,9 @@ using depth_any 0:53 1 (const uint) 0:53 Constant: 0:53 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:53 Constant: +0:53 1 (const int) +0:53 0 (const int) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int) @@ -149,9 +149,9 @@ using depth_any 0:54 1 (const uint) 0:54 Constant: 0:54 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:54 Constant: +0:54 1 (const int) +0:54 -1 (const int) 0:55 Sequence 0:55 move second child to first child ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint) @@ -165,9 +165,9 @@ using depth_any 0:55 1 (const uint) 0:55 Constant: 0:55 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:55 Constant: +0:55 1 (const int) +0:55 1 (const int) 0:110 move second child to first child ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -249,9 +249,9 @@ using depth_any 0:45 1 (const uint) 0:45 Constant: 0:45 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:45 Constant: +0:45 1 (const int) +0:45 0 (const int) 0:46 Sequence 0:46 move second child to first child ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int) @@ -265,9 +265,9 @@ using depth_any 0:46 1 (const uint) 0:46 Constant: 0:46 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:46 Constant: +0:46 1 (const int) +0:46 -1 (const int) 0:47 Sequence 0:47 move second child to first child ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint) @@ -281,9 +281,9 @@ using depth_any 0:47 1 (const uint) 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:47 Constant: +0:47 1 (const int) +0:47 1 (const int) 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float) @@ -363,9 +363,9 @@ using depth_any 0:53 1 (const uint) 0:53 Constant: 0:53 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:53 Constant: +0:53 1 (const int) +0:53 0 (const int) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int) @@ -379,9 +379,9 @@ using depth_any 0:54 1 (const uint) 0:54 Constant: 0:54 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:54 Constant: +0:54 1 (const int) +0:54 -1 (const int) 0:55 Sequence 0:55 move second child to first child ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint) @@ -395,9 +395,9 @@ using depth_any 0:55 1 (const uint) 0:55 Constant: 0:55 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:55 Constant: +0:55 1 (const int) +0:55 1 (const int) 0:110 move second child to first child ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index d681f7d2..96a1cc15 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -33,11 +33,11 @@ Shader version: 500 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:24 Constant: +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 0:26 Branch: Return with expression 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) @@ -93,11 +93,11 @@ Shader version: 500 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:24 Constant: +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 0:26 Branch: Return with expression 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.groupid.comp.out b/Test/baseResults/hlsl.groupid.comp.out index 362f4b43..bf39d11a 100644 --- a/Test/baseResults/hlsl.groupid.comp.out +++ b/Test/baseResults/hlsl.groupid.comp.out @@ -9,11 +9,11 @@ local_size = (8, 8, 1) 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:8 Constant: +0:8 1.000000 +0:8 0.000000 +0:8 0.000000 +0:8 1.000000 0:8 imageStore ( temp void) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 vector swizzle ( temp 2-component vector of uint) @@ -52,11 +52,11 @@ local_size = (8, 8, 1) 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:8 Constant: +0:8 1.000000 +0:8 0.000000 +0:8 0.000000 +0:8 1.000000 0:8 imageStore ( temp void) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 vector swizzle ( temp 2-component vector of uint) diff --git a/Test/baseResults/hlsl.gs-hs-mix.tesc.out b/Test/baseResults/hlsl.gs-hs-mix.tesc.out index 72070ed3..c9496ac1 100644 --- a/Test/baseResults/hlsl.gs-hs-mix.tesc.out +++ b/Test/baseResults/hlsl.gs-hs-mix.tesc.out @@ -392,7 +392,7 @@ triangle order = ccw 0:95 move second child to first child ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:95 Construct vec4 ( temp 4-component vector of float) 0:95 'P0' ( temp 3-component vector of float) 0:95 Constant: 0:95 1.000000 @@ -404,7 +404,7 @@ triangle order = ccw 0:96 move second child to first child ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:96 Construct vec4 ( temp 4-component vector of float) 0:96 'P1' ( temp 3-component vector of float) 0:96 Constant: 0:96 1.000000 @@ -416,7 +416,7 @@ triangle order = ccw 0:97 move second child to first child ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:97 Construct vec4 ( temp 4-component vector of float) 0:97 'P2' ( temp 3-component vector of float) 0:97 Constant: 0:97 1.000000 @@ -887,7 +887,7 @@ triangle order = ccw 0:95 move second child to first child ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:95 Construct vec4 ( temp 4-component vector of float) 0:95 'P0' ( temp 3-component vector of float) 0:95 Constant: 0:95 1.000000 @@ -899,7 +899,7 @@ triangle order = ccw 0:96 move second child to first child ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:96 Construct vec4 ( temp 4-component vector of float) 0:96 'P1' ( temp 3-component vector of float) 0:96 Constant: 0:96 1.000000 @@ -911,7 +911,7 @@ triangle order = ccw 0:97 move second child to first child ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:97 Construct vec4 ( temp 4-component vector of float) 0:97 'P2' ( temp 3-component vector of float) 0:97 Constant: 0:97 1.000000 diff --git a/Test/baseResults/hlsl.identifier.sample.frag.out b/Test/baseResults/hlsl.identifier.sample.frag.out index 7ba029d5..e0a89aa4 100644 --- a/Test/baseResults/hlsl.identifier.sample.frag.out +++ b/Test/baseResults/hlsl.identifier.sample.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float) -0:? Constant: -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:15 Constant: +0:15 3.000000 +0:15 4.000000 +0:15 5.000000 +0:15 6.000000 0:17 Branch: Return with expression 0:17 vector swizzle ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float) @@ -59,11 +59,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float) -0:? Constant: -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:15 Constant: +0:15 3.000000 +0:15 4.000000 +0:15 5.000000 +0:15 6.000000 0:17 Branch: Return with expression 0:17 vector swizzle ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.implicitBool.frag.out b/Test/baseResults/hlsl.implicitBool.frag.out index 98e3dc06..dd93b7f1 100644 --- a/Test/baseResults/hlsl.implicitBool.frag.out +++ b/Test/baseResults/hlsl.implicitBool.frag.out @@ -8,11 +8,11 @@ gl_FragCoord origin is upper left 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:8 Constant: +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 Convert int to bool ( temp bool) @@ -176,11 +176,11 @@ gl_FragCoord origin is upper left 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:8 Constant: +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 Convert int to bool ( temp bool) diff --git a/Test/baseResults/hlsl.init.frag.out b/Test/baseResults/hlsl.init.frag.out index 97caf9a1..f604f0a0 100644 --- a/Test/baseResults/hlsl.init.frag.out +++ b/Test/baseResults/hlsl.init.frag.out @@ -8,18 +8,18 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.500000 -0:? 2.100000 -0:? 2.200000 +0:1 Constant: +0:1 2.000000 +0:1 2.500000 +0:1 2.100000 +0:1 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) @@ -88,11 +88,11 @@ gl_FragCoord origin is upper left 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) -0:? Constant: -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:22 Constant: +0:22 0.200000 +0:22 0.300000 +0:22 0.400000 +0:22 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) @@ -108,11 +108,11 @@ gl_FragCoord origin is upper left 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) -0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) -0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) @@ -174,18 +174,18 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.500000 -0:? 2.100000 -0:? 2.200000 +0:1 Constant: +0:1 2.000000 +0:1 2.500000 +0:1 2.100000 +0:1 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) @@ -254,11 +254,11 @@ gl_FragCoord origin is upper left 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) -0:? Constant: -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:22 Constant: +0:22 0.200000 +0:22 0.300000 +0:22 0.400000 +0:22 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) @@ -274,11 +274,11 @@ gl_FragCoord origin is upper left 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) -0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) -0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) diff --git a/Test/baseResults/hlsl.init2.frag.out b/Test/baseResults/hlsl.init2.frag.out index 9654e2b5..5039333b 100644 --- a/Test/baseResults/hlsl.init2.frag.out +++ b/Test/baseResults/hlsl.init2.frag.out @@ -41,73 +41,73 @@ gl_FragCoord origin is upper left 0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? 0.577350 +0:27 Constant: +0:27 0.577350 +0:27 0.577350 +0:27 0.577350 0:27 add second child into first child ( temp float) 0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 0:28 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? -0.577350 +0:28 Constant: +0:28 -0.577350 +0:28 -0.577350 +0:28 -0.577350 0:28 add second child into first child ( temp float) 0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 0:29 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? 0.577350 +0:29 Constant: +0:29 -0.577350 +0:29 -0.577350 +0:29 0.577350 0:29 add second child into first child ( temp float) 0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 0:30 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? -0.577350 +0:30 Constant: +0:30 -0.577350 +0:30 0.577350 +0:30 -0.577350 0:30 add second child into first child ( temp float) 0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 0:31 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:31 Constant: +0:31 -0.577350 +0:31 0.577350 +0:31 0.577350 0:31 add second child into first child ( temp float) 0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 0:32 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? -0.577350 +0:32 Constant: +0:32 0.577350 +0:32 -0.577350 +0:32 -0.577350 0:32 add second child into first child ( temp float) 0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 0:33 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? 0.577350 +0:33 Constant: +0:33 0.577350 +0:33 -0.577350 +0:33 0.577350 0:33 add second child into first child ( temp float) 0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 0:34 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? -0.577350 +0:34 Constant: +0:34 0.577350 +0:34 0.577350 +0:34 -0.577350 0:34 add second child into first child ( temp float) 0:34 'n' ( temp float) 0:34 Constant: @@ -117,10 +117,10 @@ gl_FragCoord origin is upper left 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:36 Constant: +0:36 -0.577350 +0:36 0.577350 +0:36 0.577350 0:36 add second child into first child ( temp float) 0:36 'n' ( temp float) 0:36 Constant: @@ -130,19 +130,19 @@ gl_FragCoord origin is upper left 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:38 Constant: +0:38 -0.577350 +0:38 0.577350 +0:38 0.577350 0:38 add second child into first child ( temp float) 0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 0:39 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:39 Constant: +0:39 -0.577350 +0:39 0.577350 +0:39 0.577350 0:39 add second child into first child ( temp float) 0:39 'n' ( temp float) 0:39 Constant: @@ -222,73 +222,73 @@ gl_FragCoord origin is upper left 0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? 0.577350 +0:27 Constant: +0:27 0.577350 +0:27 0.577350 +0:27 0.577350 0:27 add second child into first child ( temp float) 0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 0:28 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? -0.577350 +0:28 Constant: +0:28 -0.577350 +0:28 -0.577350 +0:28 -0.577350 0:28 add second child into first child ( temp float) 0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 0:29 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? 0.577350 +0:29 Constant: +0:29 -0.577350 +0:29 -0.577350 +0:29 0.577350 0:29 add second child into first child ( temp float) 0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 0:30 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? -0.577350 +0:30 Constant: +0:30 -0.577350 +0:30 0.577350 +0:30 -0.577350 0:30 add second child into first child ( temp float) 0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 0:31 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:31 Constant: +0:31 -0.577350 +0:31 0.577350 +0:31 0.577350 0:31 add second child into first child ( temp float) 0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 0:32 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? -0.577350 +0:32 Constant: +0:32 0.577350 +0:32 -0.577350 +0:32 -0.577350 0:32 add second child into first child ( temp float) 0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 0:33 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? 0.577350 +0:33 Constant: +0:33 0.577350 +0:33 -0.577350 +0:33 0.577350 0:33 add second child into first child ( temp float) 0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 0:34 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? -0.577350 +0:34 Constant: +0:34 0.577350 +0:34 0.577350 +0:34 -0.577350 0:34 add second child into first child ( temp float) 0:34 'n' ( temp float) 0:34 Constant: @@ -298,10 +298,10 @@ gl_FragCoord origin is upper left 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:36 Constant: +0:36 -0.577350 +0:36 0.577350 +0:36 0.577350 0:36 add second child into first child ( temp float) 0:36 'n' ( temp float) 0:36 Constant: @@ -311,19 +311,19 @@ gl_FragCoord origin is upper left 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:38 Constant: +0:38 -0.577350 +0:38 0.577350 +0:38 0.577350 0:38 add second child into first child ( temp float) 0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 0:39 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:39 Constant: +0:39 -0.577350 +0:39 0.577350 +0:39 0.577350 0:39 add second child into first child ( temp float) 0:39 'n' ( temp float) 0:39 Constant: diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index 57baeef8..25186cb0 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -51,7 +51,7 @@ using depth_any 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) @@ -160,7 +160,7 @@ using depth_any 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) diff --git a/Test/baseResults/hlsl.intrinsic.frexp.frag.out b/Test/baseResults/hlsl.intrinsic.frexp.frag.out index 6067ad0e..1595a609 100644 --- a/Test/baseResults/hlsl.intrinsic.frexp.frag.out +++ b/Test/baseResults/hlsl.intrinsic.frexp.frag.out @@ -28,9 +28,9 @@ gl_FragCoord origin is upper left 0:10 'inF0' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float) 0:11 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Parameters: 0:15 'inF0' ( in 3-component vector of float) @@ -43,10 +43,10 @@ gl_FragCoord origin is upper left 0:16 'inF0' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float) 0:17 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:17 Constant: +0:17 1.000000 +0:17 2.000000 +0:17 3.000000 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'inF0' ( in 4-component vector of float) @@ -59,11 +59,11 @@ gl_FragCoord origin is upper left 0:22 'inF0' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float) 0:23 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:23 Constant: +0:23 1.000000 +0:23 2.000000 +0:23 3.000000 +0:23 4.000000 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Parameters: 0:? Sequence @@ -125,9 +125,9 @@ gl_FragCoord origin is upper left 0:10 'inF0' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float) 0:11 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Parameters: 0:15 'inF0' ( in 3-component vector of float) @@ -140,10 +140,10 @@ gl_FragCoord origin is upper left 0:16 'inF0' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float) 0:17 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:17 Constant: +0:17 1.000000 +0:17 2.000000 +0:17 3.000000 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'inF0' ( in 4-component vector of float) @@ -156,11 +156,11 @@ gl_FragCoord origin is upper left 0:22 'inF0' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float) 0:23 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:23 Constant: +0:23 1.000000 +0:23 2.000000 +0:23 3.000000 +0:23 4.000000 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsic.frexp.vert.out b/Test/baseResults/hlsl.intrinsic.frexp.vert.out index a7cfd2a7..0418ed6c 100644 --- a/Test/baseResults/hlsl.intrinsic.frexp.vert.out +++ b/Test/baseResults/hlsl.intrinsic.frexp.vert.out @@ -21,9 +21,9 @@ Shader version: 500 0:9 'inF0' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float) 0:10 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:10 Constant: +0:10 1.000000 +0:10 2.000000 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Parameters: 0:14 'inF0' ( in 3-component vector of float) @@ -33,10 +33,10 @@ Shader version: 500 0:15 'inF0' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float) 0:16 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 +0:16 3.000000 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'inF0' ( in 4-component vector of float) @@ -46,11 +46,11 @@ Shader version: 500 0:21 'inF0' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float) 0:22 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 +0:22 4.000000 0:? Linker Objects @@ -80,9 +80,9 @@ Shader version: 500 0:9 'inF0' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float) 0:10 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:10 Constant: +0:10 1.000000 +0:10 2.000000 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Parameters: 0:14 'inF0' ( in 3-component vector of float) @@ -92,10 +92,10 @@ Shader version: 500 0:15 'inF0' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float) 0:16 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 +0:16 3.000000 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'inF0' ( in 4-component vector of float) @@ -105,11 +105,11 @@ Shader version: 500 0:21 'inF0' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float) 0:22 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 +0:22 4.000000 0:? Linker Objects // Module Version 10000 diff --git a/Test/baseResults/hlsl.intrinsics.comp.out b/Test/baseResults/hlsl.intrinsics.comp.out index 5b7e2276..bce3d149 100644 --- a/Test/baseResults/hlsl.intrinsics.comp.out +++ b/Test/baseResults/hlsl.intrinsics.comp.out @@ -155,9 +155,9 @@ local_size = (1, 1, 1) 0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:74 Constant: +0:74 1.000000 +0:74 2.000000 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' ( in 3-component vector of float) @@ -229,10 +229,10 @@ local_size = (1, 1, 1) 0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:101 Constant: +0:101 1.000000 +0:101 2.000000 +0:101 3.000000 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' ( in 4-component vector of float) @@ -304,11 +304,11 @@ local_size = (1, 1, 1) 0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:128 Constant: +0:128 1.000000 +0:128 2.000000 +0:128 3.000000 +0:128 4.000000 0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence @@ -515,9 +515,9 @@ local_size = (1, 1, 1) 0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:74 Constant: +0:74 1.000000 +0:74 2.000000 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' ( in 3-component vector of float) @@ -589,10 +589,10 @@ local_size = (1, 1, 1) 0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:101 Constant: +0:101 1.000000 +0:101 2.000000 +0:101 3.000000 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' ( in 4-component vector of float) @@ -664,11 +664,11 @@ local_size = (1, 1, 1) 0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:128 Constant: +0:128 1.000000 +0:128 2.000000 +0:128 3.000000 +0:128 4.000000 0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsics.frag.out b/Test/baseResults/hlsl.intrinsics.frag.out index c1d0a478..02b1e6d1 100644 --- a/Test/baseResults/hlsl.intrinsics.frag.out +++ b/Test/baseResults/hlsl.intrinsics.frag.out @@ -472,10 +472,10 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:117 bitCount ( temp 2-component vector of int) +0:117 Constant: +0:117 7 (const int) +0:117 3 (const int) 0:118 Sequence 0:118 move second child to first child ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float) @@ -543,17 +543,17 @@ gl_FragCoord origin is upper left 0:136 Sequence 0:136 move second child to first child ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint) -0:? findMSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:136 findMSB ( temp 2-component vector of uint) +0:136 Constant: +0:136 7 (const uint) +0:136 8 (const uint) 0:137 Sequence 0:137 move second child to first child ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint) -0:? findLSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:137 findLSB ( temp 2-component vector of uint) +0:137 Constant: +0:137 7 (const uint) +0:137 8 (const uint) 0:138 Sequence 0:138 move second child to first child ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float) @@ -673,10 +673,10 @@ gl_FragCoord origin is upper left 0:159 Sequence 0:159 move second child to first child ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint) -0:? bitFieldReverse ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:159 bitFieldReverse ( temp 2-component vector of uint) +0:159 Constant: +0:159 1 (const uint) +0:159 2 (const uint) 0:160 Sequence 0:160 move second child to first child ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float) @@ -754,9 +754,9 @@ gl_FragCoord origin is upper left 0:173 trunc ( temp 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float) 0:176 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:176 Constant: +0:176 1.000000 +0:176 2.000000 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Parameters: 0:180 'inF0' ( in 3-component vector of float) @@ -865,11 +865,11 @@ gl_FragCoord origin is upper left 0:200 Sequence 0:200 move second child to first child ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint) -0:? bitCount ( temp 3-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) +0:200 bitCount ( temp 3-component vector of uint) +0:200 Constant: +0:200 7 (const uint) +0:200 3 (const uint) +0:200 5 (const uint) 0:201 Sequence 0:201 move second child to first child ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float) @@ -943,19 +943,19 @@ gl_FragCoord origin is upper left 0:217 Sequence 0:217 move second child to first child ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint) -0:? findMSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:217 findMSB ( temp 3-component vector of uint) +0:217 Constant: +0:217 2 (const uint) +0:217 3 (const uint) +0:217 4 (const uint) 0:218 Sequence 0:218 move second child to first child ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint) -0:? findLSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:218 findLSB ( temp 3-component vector of uint) +0:218 Constant: +0:218 2 (const uint) +0:218 3 (const uint) +0:218 4 (const uint) 0:219 Sequence 0:219 move second child to first child ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float) @@ -1083,11 +1083,11 @@ gl_FragCoord origin is upper left 0:241 Sequence 0:241 move second child to first child ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint) -0:? bitFieldReverse ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:241 bitFieldReverse ( temp 3-component vector of uint) +0:241 Constant: +0:241 1 (const uint) +0:241 2 (const uint) +0:241 3 (const uint) 0:242 Sequence 0:242 move second child to first child ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float) @@ -1165,10 +1165,10 @@ gl_FragCoord origin is upper left 0:255 trunc ( temp 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float) 0:258 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:258 Constant: +0:258 1.000000 +0:258 2.000000 +0:258 3.000000 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Parameters: 0:262 'inF0' ( in 4-component vector of float) @@ -1279,12 +1279,12 @@ gl_FragCoord origin is upper left 0:282 Sequence 0:282 move second child to first child ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint) -0:? bitCount ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) -0:? 2 (const uint) +0:282 bitCount ( temp 4-component vector of uint) +0:282 Constant: +0:282 7 (const uint) +0:282 3 (const uint) +0:282 5 (const uint) +0:282 2 (const uint) 0:283 Sequence 0:283 move second child to first child ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float) @@ -1375,21 +1375,21 @@ gl_FragCoord origin is upper left 0:299 Sequence 0:299 move second child to first child ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint) -0:? findMSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:299 findMSB ( temp 4-component vector of uint) +0:299 Constant: +0:299 7 (const uint) +0:299 8 (const uint) +0:299 9 (const uint) +0:299 10 (const uint) 0:300 Sequence 0:300 move second child to first child ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint) -0:? findLSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:300 findLSB ( temp 4-component vector of uint) +0:300 Constant: +0:300 7 (const uint) +0:300 8 (const uint) +0:300 9 (const uint) +0:300 10 (const uint) 0:301 Sequence 0:301 move second child to first child ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float) @@ -1509,12 +1509,12 @@ gl_FragCoord origin is upper left 0:322 Sequence 0:322 move second child to first child ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint) -0:? bitFieldReverse ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:322 bitFieldReverse ( temp 4-component vector of uint) +0:322 Constant: +0:322 1 (const uint) +0:322 2 (const uint) +0:322 3 (const uint) +0:322 4 (const uint) 0:323 Sequence 0:323 move second child to first child ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float) @@ -1592,11 +1592,11 @@ gl_FragCoord origin is upper left 0:336 trunc ( temp 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float) 0:339 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:339 Constant: +0:339 1.000000 +0:339 2.000000 +0:339 3.000000 +0:339 4.000000 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Parameters: 0:402 'inF0' ( in 2X2 matrix of float) @@ -1876,11 +1876,11 @@ gl_FragCoord origin is upper left 0:404 trunc ( temp 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float) 0:407 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:407 Constant: +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Parameters: 0:411 'inF0' ( in 3X3 matrix of float) @@ -2165,16 +2165,16 @@ gl_FragCoord origin is upper left 0:413 trunc ( temp 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float) 0:416 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:416 Constant: +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Parameters: 0:420 'inF0' ( in 4X4 matrix of float) @@ -2466,23 +2466,23 @@ gl_FragCoord origin is upper left 0:422 trunc ( temp 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float) 0:425 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:425 Constant: +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Parameters: 0:443 'inF0' ( in float) @@ -3303,10 +3303,10 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:117 bitCount ( temp 2-component vector of int) +0:117 Constant: +0:117 7 (const int) +0:117 3 (const int) 0:118 Sequence 0:118 move second child to first child ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float) @@ -3374,17 +3374,17 @@ gl_FragCoord origin is upper left 0:136 Sequence 0:136 move second child to first child ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint) -0:? findMSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:136 findMSB ( temp 2-component vector of uint) +0:136 Constant: +0:136 7 (const uint) +0:136 8 (const uint) 0:137 Sequence 0:137 move second child to first child ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint) -0:? findLSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:137 findLSB ( temp 2-component vector of uint) +0:137 Constant: +0:137 7 (const uint) +0:137 8 (const uint) 0:138 Sequence 0:138 move second child to first child ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float) @@ -3504,10 +3504,10 @@ gl_FragCoord origin is upper left 0:159 Sequence 0:159 move second child to first child ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint) -0:? bitFieldReverse ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:159 bitFieldReverse ( temp 2-component vector of uint) +0:159 Constant: +0:159 1 (const uint) +0:159 2 (const uint) 0:160 Sequence 0:160 move second child to first child ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float) @@ -3585,9 +3585,9 @@ gl_FragCoord origin is upper left 0:173 trunc ( temp 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float) 0:176 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:176 Constant: +0:176 1.000000 +0:176 2.000000 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Parameters: 0:180 'inF0' ( in 3-component vector of float) @@ -3696,11 +3696,11 @@ gl_FragCoord origin is upper left 0:200 Sequence 0:200 move second child to first child ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint) -0:? bitCount ( temp 3-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) +0:200 bitCount ( temp 3-component vector of uint) +0:200 Constant: +0:200 7 (const uint) +0:200 3 (const uint) +0:200 5 (const uint) 0:201 Sequence 0:201 move second child to first child ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float) @@ -3774,19 +3774,19 @@ gl_FragCoord origin is upper left 0:217 Sequence 0:217 move second child to first child ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint) -0:? findMSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:217 findMSB ( temp 3-component vector of uint) +0:217 Constant: +0:217 2 (const uint) +0:217 3 (const uint) +0:217 4 (const uint) 0:218 Sequence 0:218 move second child to first child ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint) -0:? findLSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:218 findLSB ( temp 3-component vector of uint) +0:218 Constant: +0:218 2 (const uint) +0:218 3 (const uint) +0:218 4 (const uint) 0:219 Sequence 0:219 move second child to first child ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float) @@ -3914,11 +3914,11 @@ gl_FragCoord origin is upper left 0:241 Sequence 0:241 move second child to first child ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint) -0:? bitFieldReverse ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:241 bitFieldReverse ( temp 3-component vector of uint) +0:241 Constant: +0:241 1 (const uint) +0:241 2 (const uint) +0:241 3 (const uint) 0:242 Sequence 0:242 move second child to first child ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float) @@ -3996,10 +3996,10 @@ gl_FragCoord origin is upper left 0:255 trunc ( temp 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float) 0:258 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:258 Constant: +0:258 1.000000 +0:258 2.000000 +0:258 3.000000 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Parameters: 0:262 'inF0' ( in 4-component vector of float) @@ -4110,12 +4110,12 @@ gl_FragCoord origin is upper left 0:282 Sequence 0:282 move second child to first child ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint) -0:? bitCount ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) -0:? 2 (const uint) +0:282 bitCount ( temp 4-component vector of uint) +0:282 Constant: +0:282 7 (const uint) +0:282 3 (const uint) +0:282 5 (const uint) +0:282 2 (const uint) 0:283 Sequence 0:283 move second child to first child ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float) @@ -4206,21 +4206,21 @@ gl_FragCoord origin is upper left 0:299 Sequence 0:299 move second child to first child ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint) -0:? findMSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:299 findMSB ( temp 4-component vector of uint) +0:299 Constant: +0:299 7 (const uint) +0:299 8 (const uint) +0:299 9 (const uint) +0:299 10 (const uint) 0:300 Sequence 0:300 move second child to first child ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint) -0:? findLSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:300 findLSB ( temp 4-component vector of uint) +0:300 Constant: +0:300 7 (const uint) +0:300 8 (const uint) +0:300 9 (const uint) +0:300 10 (const uint) 0:301 Sequence 0:301 move second child to first child ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float) @@ -4340,12 +4340,12 @@ gl_FragCoord origin is upper left 0:322 Sequence 0:322 move second child to first child ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint) -0:? bitFieldReverse ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:322 bitFieldReverse ( temp 4-component vector of uint) +0:322 Constant: +0:322 1 (const uint) +0:322 2 (const uint) +0:322 3 (const uint) +0:322 4 (const uint) 0:323 Sequence 0:323 move second child to first child ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float) @@ -4423,11 +4423,11 @@ gl_FragCoord origin is upper left 0:336 trunc ( temp 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float) 0:339 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:339 Constant: +0:339 1.000000 +0:339 2.000000 +0:339 3.000000 +0:339 4.000000 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Parameters: 0:402 'inF0' ( in 2X2 matrix of float) @@ -4707,11 +4707,11 @@ gl_FragCoord origin is upper left 0:404 trunc ( temp 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float) 0:407 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:407 Constant: +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Parameters: 0:411 'inF0' ( in 3X3 matrix of float) @@ -4996,16 +4996,16 @@ gl_FragCoord origin is upper left 0:413 trunc ( temp 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float) 0:416 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:416 Constant: +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Parameters: 0:420 'inF0' ( in 4X4 matrix of float) @@ -5297,23 +5297,23 @@ gl_FragCoord origin is upper left 0:422 trunc ( temp 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float) 0:425 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:425 Constant: +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Parameters: 0:443 'inF0' ( in float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.comp.out b/Test/baseResults/hlsl.intrinsics.negative.comp.out index c6fcdf02..ee88def1 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.comp.out +++ b/Test/baseResults/hlsl.intrinsics.negative.comp.out @@ -30,9 +30,9 @@ local_size = (1, 1, 1) 0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:109 Constant: +0:109 1.000000 +0:109 2.000000 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' ( in 3-component vector of float) @@ -41,10 +41,10 @@ local_size = (1, 1, 1) 0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:154 Constant: +0:154 1.000000 +0:154 2.000000 +0:154 3.000000 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' ( in 4-component vector of float) @@ -53,11 +53,11 @@ local_size = (1, 1, 1) 0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:199 Constant: +0:199 1.000000 +0:199 2.000000 +0:199 3.000000 +0:199 4.000000 0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence @@ -122,9 +122,9 @@ local_size = (1, 1, 1) 0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:109 Constant: +0:109 1.000000 +0:109 2.000000 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' ( in 3-component vector of float) @@ -133,10 +133,10 @@ local_size = (1, 1, 1) 0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:154 Constant: +0:154 1.000000 +0:154 2.000000 +0:154 3.000000 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' ( in 4-component vector of float) @@ -145,11 +145,11 @@ local_size = (1, 1, 1) 0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:199 Constant: +0:199 1.000000 +0:199 2.000000 +0:199 3.000000 +0:199 4.000000 0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsics.negative.frag.out b/Test/baseResults/hlsl.intrinsics.negative.frag.out index 980cc96d..4c021e02 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.frag.out +++ b/Test/baseResults/hlsl.intrinsics.negative.frag.out @@ -224,9 +224,9 @@ ERROR: node is still EOpNull! 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:59 Constant: +0:59 1.000000 +0:59 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 3-component vector of float) @@ -283,10 +283,10 @@ ERROR: node is still EOpNull! 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:76 Constant: +0:76 1.000000 +0:76 2.000000 +0:76 3.000000 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' ( in 4-component vector of float) @@ -355,11 +355,11 @@ ERROR: node is still EOpNull! 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:92 Constant: +0:92 1.000000 +0:92 2.000000 +0:92 3.000000 +0:92 4.000000 0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence @@ -415,11 +415,11 @@ ERROR: node is still EOpNull! 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:119 Constant: +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' ( in 3X3 matrix of float) @@ -453,16 +453,16 @@ ERROR: node is still EOpNull! 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:127 Constant: +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' ( in 4X4 matrix of float) @@ -496,23 +496,23 @@ ERROR: node is still EOpNull! 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:135 Constant: +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float) @@ -687,9 +687,9 @@ ERROR: node is still EOpNull! 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:59 Constant: +0:59 1.000000 +0:59 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 3-component vector of float) @@ -746,10 +746,10 @@ ERROR: node is still EOpNull! 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:76 Constant: +0:76 1.000000 +0:76 2.000000 +0:76 3.000000 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' ( in 4-component vector of float) @@ -818,11 +818,11 @@ ERROR: node is still EOpNull! 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:92 Constant: +0:92 1.000000 +0:92 2.000000 +0:92 3.000000 +0:92 4.000000 0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence @@ -878,11 +878,11 @@ ERROR: node is still EOpNull! 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:119 Constant: +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' ( in 3X3 matrix of float) @@ -916,16 +916,16 @@ ERROR: node is still EOpNull! 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:127 Constant: +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' ( in 4X4 matrix of float) @@ -959,23 +959,23 @@ ERROR: node is still EOpNull! 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:135 Constant: +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.vert.out b/Test/baseResults/hlsl.intrinsics.negative.vert.out index 0f74c7ed..f1ab5826 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.vert.out +++ b/Test/baseResults/hlsl.intrinsics.negative.vert.out @@ -29,9 +29,9 @@ Shader version: 500 0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:127 Constant: +0:127 1.000000 +0:127 2.000000 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' ( in 3-component vector of float) @@ -40,10 +40,10 @@ Shader version: 500 0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:172 Constant: +0:172 1.000000 +0:172 2.000000 +0:172 3.000000 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' ( in 4-component vector of float) @@ -52,11 +52,11 @@ Shader version: 500 0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:217 Constant: +0:217 1.000000 +0:217 2.000000 +0:217 3.000000 +0:217 4.000000 0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence @@ -86,11 +86,11 @@ Shader version: 500 0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:230 Constant: +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' ( in 3X3 matrix of float) @@ -98,16 +98,16 @@ Shader version: 500 0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:238 Constant: +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' ( in 4X4 matrix of float) @@ -115,23 +115,23 @@ Shader version: 500 0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:246 Constant: +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 0:? Linker Objects 0:? 'gs_ua' ( global uint) 0:? 'gs_ub' ( global uint) @@ -185,9 +185,9 @@ Shader version: 500 0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:127 Constant: +0:127 1.000000 +0:127 2.000000 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' ( in 3-component vector of float) @@ -196,10 +196,10 @@ Shader version: 500 0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:172 Constant: +0:172 1.000000 +0:172 2.000000 +0:172 3.000000 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' ( in 4-component vector of float) @@ -208,11 +208,11 @@ Shader version: 500 0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:217 Constant: +0:217 1.000000 +0:217 2.000000 +0:217 3.000000 +0:217 4.000000 0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence @@ -242,11 +242,11 @@ Shader version: 500 0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:230 Constant: +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' ( in 3X3 matrix of float) @@ -254,16 +254,16 @@ Shader version: 500 0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:238 Constant: +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' ( in 4X4 matrix of float) @@ -271,23 +271,23 @@ Shader version: 500 0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:246 Constant: +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 0:? Linker Objects 0:? 'gs_ua' ( global uint) 0:? 'gs_ub' ( global uint) diff --git a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out index b17c7e6a..bd73fae2 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out @@ -28,11 +28,11 @@ gl_FragCoord origin is upper left 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:20 Constant: +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) @@ -82,11 +82,11 @@ gl_FragCoord origin is upper left 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:20 Constant: +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.intrinsics.vert.out b/Test/baseResults/hlsl.intrinsics.vert.out index 384f693b..647570c9 100644 --- a/Test/baseResults/hlsl.intrinsics.vert.out +++ b/Test/baseResults/hlsl.intrinsics.vert.out @@ -191,10 +191,10 @@ Shader version: 500 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:85 bitCount ( temp 2-component vector of int) +0:85 Constant: +0:85 7 (const int) +0:85 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) @@ -267,10 +267,10 @@ Shader version: 500 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 -0:? bitFieldReverse ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:117 bitFieldReverse ( temp 2-component vector of int) +0:117 Constant: +0:117 1 (const int) +0:117 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) @@ -312,9 +312,9 @@ Shader version: 500 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:134 Constant: +0:134 1.000000 +0:134 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) @@ -356,11 +356,11 @@ Shader version: 500 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) -0:? bitCount ( temp 3-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) +0:154 bitCount ( temp 3-component vector of int) +0:154 Constant: +0:154 7 (const int) +0:154 3 (const int) +0:154 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) @@ -436,11 +436,11 @@ Shader version: 500 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 -0:? bitFieldReverse ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:187 bitFieldReverse ( temp 3-component vector of int) +0:187 Constant: +0:187 1 (const int) +0:187 2 (const int) +0:187 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) @@ -482,10 +482,10 @@ Shader version: 500 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:204 Constant: +0:204 1.000000 +0:204 2.000000 +0:204 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) @@ -527,12 +527,12 @@ Shader version: 500 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) -0:? bitCount ( temp 4-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) -0:? 2 (const int) +0:224 bitCount ( temp 4-component vector of int) +0:224 Constant: +0:224 7 (const int) +0:224 3 (const int) +0:224 5 (const int) +0:224 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) @@ -625,12 +625,12 @@ Shader version: 500 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 -0:? bitFieldReverse ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:257 bitFieldReverse ( temp 4-component vector of int) +0:257 Constant: +0:257 1 (const int) +0:257 2 (const int) +0:257 3 (const int) +0:257 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) @@ -672,11 +672,11 @@ Shader version: 500 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:274 Constant: +0:274 1.000000 +0:274 2.000000 +0:274 3.000000 +0:274 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) @@ -801,11 +801,11 @@ Shader version: 500 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:336 Constant: +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) @@ -930,16 +930,16 @@ Shader version: 500 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:345 Constant: +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) @@ -1064,23 +1064,23 @@ Shader version: 500 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:354 Constant: +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) @@ -1583,10 +1583,10 @@ Shader version: 500 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:85 bitCount ( temp 2-component vector of int) +0:85 Constant: +0:85 7 (const int) +0:85 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) @@ -1659,10 +1659,10 @@ Shader version: 500 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 -0:? bitFieldReverse ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:117 bitFieldReverse ( temp 2-component vector of int) +0:117 Constant: +0:117 1 (const int) +0:117 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) @@ -1704,9 +1704,9 @@ Shader version: 500 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:134 Constant: +0:134 1.000000 +0:134 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) @@ -1748,11 +1748,11 @@ Shader version: 500 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) -0:? bitCount ( temp 3-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) +0:154 bitCount ( temp 3-component vector of int) +0:154 Constant: +0:154 7 (const int) +0:154 3 (const int) +0:154 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) @@ -1828,11 +1828,11 @@ Shader version: 500 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 -0:? bitFieldReverse ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:187 bitFieldReverse ( temp 3-component vector of int) +0:187 Constant: +0:187 1 (const int) +0:187 2 (const int) +0:187 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) @@ -1874,10 +1874,10 @@ Shader version: 500 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:204 Constant: +0:204 1.000000 +0:204 2.000000 +0:204 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) @@ -1919,12 +1919,12 @@ Shader version: 500 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) -0:? bitCount ( temp 4-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) -0:? 2 (const int) +0:224 bitCount ( temp 4-component vector of int) +0:224 Constant: +0:224 7 (const int) +0:224 3 (const int) +0:224 5 (const int) +0:224 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) @@ -2017,12 +2017,12 @@ Shader version: 500 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 -0:? bitFieldReverse ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:257 bitFieldReverse ( temp 4-component vector of int) +0:257 Constant: +0:257 1 (const int) +0:257 2 (const int) +0:257 3 (const int) +0:257 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) @@ -2064,11 +2064,11 @@ Shader version: 500 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:274 Constant: +0:274 1.000000 +0:274 2.000000 +0:274 3.000000 +0:274 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) @@ -2193,11 +2193,11 @@ Shader version: 500 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:336 Constant: +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) @@ -2322,16 +2322,16 @@ Shader version: 500 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:345 Constant: +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) @@ -2456,23 +2456,23 @@ Shader version: 500 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:354 Constant: +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) diff --git a/Test/baseResults/hlsl.layoutOverride.vert.out b/Test/baseResults/hlsl.layoutOverride.vert.out index 83fa6289..a3b89601 100644 --- a/Test/baseResults/hlsl.layoutOverride.vert.out +++ b/Test/baseResults/hlsl.layoutOverride.vert.out @@ -9,9 +9,9 @@ Shader version: 500 0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'samp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:6 Constant: +0:6 0.200000 +0:6 0.300000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence @@ -37,9 +37,9 @@ Shader version: 500 0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'samp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:6 Constant: +0:6 0.200000 +0:6 0.300000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index a1105321..8b9a04f8 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -180,11 +180,11 @@ Shader version: 500 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:69 Branch: Return with expression 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Definition: main( ( temp void) @@ -408,11 +408,11 @@ Shader version: 500 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:69 Branch: Return with expression 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.matType.bool.frag.out b/Test/baseResults/hlsl.matType.bool.frag.out index 47bbaf15..500b311c 100644 --- a/Test/baseResults/hlsl.matType.bool.frag.out +++ b/Test/baseResults/hlsl.matType.bool.frag.out @@ -93,11 +93,11 @@ gl_FragCoord origin is upper left 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:51 Constant: +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) @@ -211,11 +211,11 @@ gl_FragCoord origin is upper left 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:51 Constant: +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.matType.int.frag.out b/Test/baseResults/hlsl.matType.int.frag.out index d567c17a..a99bd15f 100644 --- a/Test/baseResults/hlsl.matType.int.frag.out +++ b/Test/baseResults/hlsl.matType.int.frag.out @@ -176,11 +176,11 @@ gl_FragCoord origin is upper left 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:95 Constant: +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 0:96 Branch: Return with expression 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:93 Function Definition: main( ( temp void) @@ -377,11 +377,11 @@ gl_FragCoord origin is upper left 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:95 Constant: +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 0:96 Branch: Return with expression 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:93 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.mip.negative.frag.out b/Test/baseResults/hlsl.mip.negative.frag.out index 36f41377..4fb8f6ee 100644 --- a/Test/baseResults/hlsl.mip.negative.frag.out +++ b/Test/baseResults/hlsl.mip.negative.frag.out @@ -9,11 +9,11 @@ ERROR: node is still EOpNull! 0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Parameters: 0:? Sequence -0:? textureFetch ( temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) 0:5 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:5 Constant: 0:5 2 (const int) 0:7 Branch: Return with expression @@ -42,11 +42,11 @@ ERROR: node is still EOpNull! 0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Parameters: 0:? Sequence -0:? textureFetch ( temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) 0:5 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:5 Constant: 0:5 2 (const int) 0:7 Branch: Return with expression diff --git a/Test/baseResults/hlsl.mip.negative2.frag.out b/Test/baseResults/hlsl.mip.negative2.frag.out index 75cf95fc..0036f639 100644 --- a/Test/baseResults/hlsl.mip.negative2.frag.out +++ b/Test/baseResults/hlsl.mip.negative2.frag.out @@ -16,9 +16,9 @@ ERROR: node is still EOpNull! 0:5 2 (const int) 0:5 Constant: 0:5 0 (const int) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:7 Branch: Return with expression 0:7 Constant: 0:7 0.000000 @@ -52,9 +52,9 @@ ERROR: node is still EOpNull! 0:5 2 (const int) 0:5 Constant: 0:5 0 (const int) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:7 Branch: Return with expression 0:7 Constant: 0:7 0.000000 diff --git a/Test/baseResults/hlsl.mip.operator.frag.out b/Test/baseResults/hlsl.mip.operator.frag.out index 82b000f1..48e563ca 100644 --- a/Test/baseResults/hlsl.mip.operator.frag.out +++ b/Test/baseResults/hlsl.mip.operator.frag.out @@ -8,30 +8,30 @@ gl_FragCoord origin is upper left 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:6 Constant: +0:6 3 (const uint) +0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) -0:? textureFetch ( temp 4-component vector of float) +0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) -0:? Constant: -0:? 6 (const uint) -0:? 7 (const uint) -0:? 8 (const uint) +0:9 Constant: +0:9 6 (const uint) +0:9 7 (const uint) +0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 14 (const uint) -0:? 15 (const uint) +0:13 Constant: +0:13 14 (const uint) +0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence @@ -41,11 +41,11 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 10 (const uint) -0:? 11 (const uint) +0:13 Constant: +0:13 10 (const uint) +0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: @@ -74,30 +74,30 @@ gl_FragCoord origin is upper left 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:6 Constant: +0:6 3 (const uint) +0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) -0:? textureFetch ( temp 4-component vector of float) +0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) -0:? Constant: -0:? 6 (const uint) -0:? 7 (const uint) -0:? 8 (const uint) +0:9 Constant: +0:9 6 (const uint) +0:9 7 (const uint) +0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 14 (const uint) -0:? 15 (const uint) +0:13 Constant: +0:13 14 (const uint) +0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence @@ -107,11 +107,11 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 10 (const uint) -0:? 11 (const uint) +0:13 Constant: +0:13 10 (const uint) +0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: diff --git a/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out b/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out index 59b251a7..5a485c67 100644 --- a/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out +++ b/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out @@ -5,9 +5,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'i' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Parameters: 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) @@ -85,11 +85,11 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:29 Constant: +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 0:30 Function Call: type1::seti(i1; ( temp void) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 Constant: @@ -97,20 +97,20 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:31 Constant: +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 0:32 add second child into first child ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:32 Constant: +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 0:33 add second child into first child ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) @@ -141,9 +141,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'i' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Parameters: 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) @@ -221,11 +221,11 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:29 Constant: +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 0:30 Function Call: type1::seti(i1; ( temp void) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 Constant: @@ -233,20 +233,20 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:31 Constant: +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 0:32 add second child into first child ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:32 Constant: +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 0:33 add second child into first child ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.overload.frag.out b/Test/baseResults/hlsl.overload.frag.out index 3428d802..4cfc3911 100644 --- a/Test/baseResults/hlsl.overload.frag.out +++ b/Test/baseResults/hlsl.overload.frag.out @@ -330,8 +330,8 @@ gl_FragCoord origin is upper left 0:133 Construct vec3 ( temp 3-component vector of float) 0:133 'f' ( temp float) 0:134 Function Call: foo16(vu2; ( temp void) -0:? Convert int to uint ( temp 2-component vector of uint) -0:? Construct ivec2 ( temp 2-component vector of int) +0:134 Convert int to uint ( temp 2-component vector of uint) +0:134 Construct ivec2 ( temp 2-component vector of int) 0:134 'i' ( temp int) 0:134 'i' ( temp int) 0:136 Function Call: foo13(vf3; ( temp void) @@ -699,8 +699,8 @@ gl_FragCoord origin is upper left 0:133 Construct vec3 ( temp 3-component vector of float) 0:133 'f' ( temp float) 0:134 Function Call: foo16(vu2; ( temp void) -0:? Convert int to uint ( temp 2-component vector of uint) -0:? Construct ivec2 ( temp 2-component vector of int) +0:134 Convert int to uint ( temp 2-component vector of uint) +0:134 Construct ivec2 ( temp 2-component vector of int) 0:134 'i' ( temp int) 0:134 'i' ( temp int) 0:136 Function Call: foo13(vf3; ( temp void) diff --git a/Test/baseResults/hlsl.params.default.frag.out b/Test/baseResults/hlsl.params.default.frag.out index a28ddc41..6898240f 100644 --- a/Test/baseResults/hlsl.params.default.frag.out +++ b/Test/baseResults/hlsl.params.default.frag.out @@ -34,11 +34,11 @@ gl_FragCoord origin is upper left 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -47,11 +47,11 @@ gl_FragCoord origin is upper left 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: 0:32 'p0' ( in int) @@ -84,11 +84,11 @@ gl_FragCoord origin is upper left 0:42 100 (const int) 0:42 100 (const int) 0:42 100 (const int) -0:? Constant: -0:? -1 (const int) -0:? -2 (const int) -0:? -3 (const int) -0:? -4 (const int) +0:14 Constant: +0:14 -1 (const int) +0:14 -2 (const int) +0:14 -3 (const int) +0:14 -4 (const int) 0:15 Constant: 0:15 1 (const int) 0:15 2 (const int) @@ -224,11 +224,11 @@ gl_FragCoord origin is upper left 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -237,11 +237,11 @@ gl_FragCoord origin is upper left 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: 0:32 'p0' ( in int) @@ -274,11 +274,11 @@ gl_FragCoord origin is upper left 0:42 100 (const int) 0:42 100 (const int) 0:42 100 (const int) -0:? Constant: -0:? -1 (const int) -0:? -2 (const int) -0:? -3 (const int) -0:? -4 (const int) +0:14 Constant: +0:14 -1 (const int) +0:14 -2 (const int) +0:14 -3 (const int) +0:14 -4 (const int) 0:15 Constant: 0:15 1 (const int) 0:15 2 (const int) diff --git a/Test/baseResults/hlsl.params.default.negative.frag.out b/Test/baseResults/hlsl.params.default.negative.frag.out index f841bd8b..213687ab 100644 --- a/Test/baseResults/hlsl.params.default.negative.frag.out +++ b/Test/baseResults/hlsl.params.default.negative.frag.out @@ -14,11 +14,11 @@ ERROR: node is still EOpNull! 0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:7 Constant: +0:7 1 (const int) +0:7 2 (const int) +0:7 3 (const int) +0:7 4 (const int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: 0:9 'p0' ( in 4-component vector of int) @@ -51,11 +51,11 @@ ERROR: node is still EOpNull! 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -63,11 +63,11 @@ ERROR: node is still EOpNull! 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: 0:33 'p0' ( in int) @@ -204,11 +204,11 @@ ERROR: node is still EOpNull! 0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:7 Constant: +0:7 1 (const int) +0:7 2 (const int) +0:7 3 (const int) +0:7 4 (const int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: 0:9 'p0' ( in 4-component vector of int) @@ -241,11 +241,11 @@ ERROR: node is still EOpNull! 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -253,11 +253,11 @@ ERROR: node is still EOpNull! 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: 0:33 'p0' ( in int) diff --git a/Test/baseResults/hlsl.partialFlattenLocal.vert.out b/Test/baseResults/hlsl.partialFlattenLocal.vert.out index 754c86c6..12a60657 100644 --- a/Test/baseResults/hlsl.partialFlattenLocal.vert.out +++ b/Test/baseResults/hlsl.partialFlattenLocal.vert.out @@ -20,10 +20,10 @@ Shader version: 500 0:15 1 (const int) 0:15 Constant: 0:15 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:16 move second child to first child ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) @@ -32,9 +32,9 @@ Shader version: 500 0:16 2 (const int) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.000000 +0:16 1.000000 0:17 move second child to first child ( temp float) 0:17 x: direct index for structure ( temp float) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -91,7 +91,7 @@ Shader version: 500 0:26 Branch: Return with expression 0:26 add ( temp 4-component vector of float) 0:26 'pos' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) 0:26 direct index ( temp 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -140,10 +140,10 @@ Shader version: 500 0:15 1 (const int) 0:15 Constant: 0:15 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:16 move second child to first child ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) @@ -152,9 +152,9 @@ Shader version: 500 0:16 2 (const int) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.000000 +0:16 1.000000 0:17 move second child to first child ( temp float) 0:17 x: direct index for structure ( temp float) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -211,7 +211,7 @@ Shader version: 500 0:26 Branch: Return with expression 0:26 add ( temp 4-component vector of float) 0:26 'pos' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) 0:26 direct index ( temp 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index a8479f50..68476d2a 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -16,7 +16,7 @@ using depth_any 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) +0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: @@ -78,7 +78,7 @@ using depth_any 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) +0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: diff --git a/Test/baseResults/hlsl.precedence.frag.out b/Test/baseResults/hlsl.precedence.frag.out index 85fe1879..3992618d 100644 --- a/Test/baseResults/hlsl.precedence.frag.out +++ b/Test/baseResults/hlsl.precedence.frag.out @@ -18,7 +18,7 @@ gl_FragCoord origin is upper left 0:8 'a2' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float) 0:8 'a1' ( in 4-component vector of float) @@ -94,7 +94,7 @@ gl_FragCoord origin is upper left 0:8 'a2' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float) 0:8 'a1' ( in 4-component vector of float) diff --git a/Test/baseResults/hlsl.promote.atomic.frag.out b/Test/baseResults/hlsl.promote.atomic.frag.out index f4197ef1..a34b7ddd 100644 --- a/Test/baseResults/hlsl.promote.atomic.frag.out +++ b/Test/baseResults/hlsl.promote.atomic.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:13 Convert int to uint ( temp uint) 0:13 'Inc' ( temp int) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence @@ -48,11 +48,11 @@ gl_FragCoord origin is upper left 0:13 Convert int to uint ( temp uint) 0:13 'Inc' ( temp int) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.promote.vec1.frag.out b/Test/baseResults/hlsl.promote.vec1.frag.out index 8ea55d02..11e324f9 100644 --- a/Test/baseResults/hlsl.promote.vec1.frag.out +++ b/Test/baseResults/hlsl.promote.vec1.frag.out @@ -23,11 +23,11 @@ gl_FragCoord origin is upper left 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence @@ -65,11 +65,11 @@ gl_FragCoord origin is upper left 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 91ed472f..f1354063 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -757,7 +757,7 @@ gl_FragCoord origin is upper left 0:196 Sequence 0:196 move second child to first child ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:196 Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: @@ -1550,7 +1550,7 @@ gl_FragCoord origin is upper left 0:196 Sequence 0:196 move second child to first child ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:196 Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: diff --git a/Test/baseResults/hlsl.rw.bracket.frag.out b/Test/baseResults/hlsl.rw.bracket.frag.out index 70688254..c79877c0 100644 --- a/Test/baseResults/hlsl.rw.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.bracket.frag.out @@ -183,11 +183,11 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) +0:79 3 (const int) +0:79 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -199,11 +199,11 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) +0:80 3 (const uint) +0:80 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -428,11 +428,11 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) +0:97 3 (const int) +0:97 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -444,11 +444,11 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) +0:98 3 (const uint) +0:98 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -481,11 +481,11 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) -0:? 7 (const int) -0:? 8 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) +0:103 7 (const int) +0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -497,11 +497,11 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) +0:104 3 (const uint) +0:104 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -816,11 +816,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float) -0:? imageLoad ( temp 4-component vector of float) +0:135 imageLoad ( temp 4-component vector of float) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: @@ -1057,11 +1057,11 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) +0:79 3 (const int) +0:79 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -1073,11 +1073,11 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) +0:80 3 (const uint) +0:80 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -1302,11 +1302,11 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) +0:97 3 (const int) +0:97 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -1318,11 +1318,11 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) +0:98 3 (const uint) +0:98 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -1355,11 +1355,11 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) -0:? 7 (const int) -0:? 8 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) +0:103 7 (const int) +0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -1371,11 +1371,11 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) +0:104 3 (const uint) +0:104 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -1690,11 +1690,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float) -0:? imageLoad ( temp 4-component vector of float) +0:135 imageLoad ( temp 4-component vector of float) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out index 06146770..e76d5972 100644 --- a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out @@ -789,11 +789,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp float) 0:135 'storeTemp' ( temp float) -0:? imageLoad ( temp float) +0:135 imageLoad ( temp float) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: @@ -1636,11 +1636,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp float) 0:135 'storeTemp' ( temp float) -0:? imageLoad ( temp float) +0:135 imageLoad ( temp float) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.rw.swizzle.frag.out b/Test/baseResults/hlsl.rw.swizzle.frag.out index 71a9e6cc..97dd0dc4 100644 --- a/Test/baseResults/hlsl.rw.swizzle.frag.out +++ b/Test/baseResults/hlsl.rw.swizzle.frag.out @@ -6,10 +6,10 @@ gl_FragCoord origin is upper left 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence @@ -35,10 +35,10 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:12 Constant: +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 0:12 imageStore ( temp void) 0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'tc2' ( temp 2-component vector of int) @@ -109,10 +109,10 @@ gl_FragCoord origin is upper left 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence @@ -138,10 +138,10 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:12 Constant: +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 0:12 imageStore ( temp void) 0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'tc2' ( temp 2-component vector of int) diff --git a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out index 68e40de8..c8d10e60 100644 --- a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out @@ -26,27 +26,27 @@ gl_FragCoord origin is upper left 0:? Sequence 0:46 move second child to first child ( temp 2-component vector of int) 0:46 'x' ( out 2-component vector of int) -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:46 Constant: +0:46 0 (const int) +0:46 0 (const int) 0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: 0:47 'x' ( out 2-component vector of uint) 0:? Sequence 0:47 move second child to first child ( temp 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint) -0:? Constant: -0:? 0 (const uint) -0:? 0 (const uint) +0:47 Constant: +0:47 0 (const uint) +0:47 0 (const uint) 0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: 0:48 'x' ( out 2-component vector of float) 0:? Sequence 0:48 move second child to first child ( temp 2-component vector of float) 0:48 'x' ( out 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:48 Constant: +0:48 0.000000 +0:48 0.000000 0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence @@ -177,9 +177,9 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -191,9 +191,9 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -418,9 +418,9 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -432,9 +432,9 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -467,9 +467,9 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -481,9 +481,9 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -798,11 +798,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float) -0:? imageLoad ( temp 2-component vector of float) +0:135 imageLoad ( temp 2-component vector of float) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: @@ -882,27 +882,27 @@ gl_FragCoord origin is upper left 0:? Sequence 0:46 move second child to first child ( temp 2-component vector of int) 0:46 'x' ( out 2-component vector of int) -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:46 Constant: +0:46 0 (const int) +0:46 0 (const int) 0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: 0:47 'x' ( out 2-component vector of uint) 0:? Sequence 0:47 move second child to first child ( temp 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint) -0:? Constant: -0:? 0 (const uint) -0:? 0 (const uint) +0:47 Constant: +0:47 0 (const uint) +0:47 0 (const uint) 0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: 0:48 'x' ( out 2-component vector of float) 0:? Sequence 0:48 move second child to first child ( temp 2-component vector of float) 0:48 'x' ( out 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:48 Constant: +0:48 0.000000 +0:48 0.000000 0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence @@ -1033,9 +1033,9 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -1047,9 +1047,9 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -1274,9 +1274,9 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -1288,9 +1288,9 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -1323,9 +1323,9 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -1337,9 +1337,9 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -1654,11 +1654,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float) -0:? imageLoad ( temp 2-component vector of float) +0:135 imageLoad ( temp 2-component vector of float) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index 6ecbcf39..28d96f0d 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int) @@ -23,9 +23,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint) @@ -33,9 +33,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float) @@ -43,10 +43,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -54,10 +54,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -65,10 +65,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -76,11 +76,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -88,11 +88,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -100,11 +100,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 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 Depth}) @@ -176,9 +176,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int) @@ -186,9 +186,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint) @@ -196,9 +196,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float) @@ -206,10 +206,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -217,10 +217,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -228,10 +228,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -239,11 +239,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -251,11 +251,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -263,11 +263,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 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 Depth}) diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index 9d066673..12c67111 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -126,9 +126,9 @@ using depth_any 0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:74 Constant: +0:74 0.100000 +0:74 0.200000 0:75 Sequence 0:75 move second child to first child ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int) @@ -136,9 +136,9 @@ using depth_any 0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:75 Constant: +0:75 0.300000 +0:75 0.400000 0:76 Sequence 0:76 move second child to first child ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint) @@ -146,9 +146,9 @@ using depth_any 0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:76 Constant: +0:76 0.500000 +0:76 0.600000 0:78 Sequence 0:78 move second child to first child ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float) @@ -156,10 +156,10 @@ using depth_any 0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:78 Constant: +0:78 0.100000 +0:78 0.200000 +0:78 0.300000 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int) @@ -167,10 +167,10 @@ using depth_any 0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:79 Constant: +0:79 0.400000 +0:79 0.500000 +0:79 0.600000 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint) @@ -178,10 +178,10 @@ using depth_any 0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:80 Constant: +0:80 0.700000 +0:80 0.800000 +0:80 0.900000 0:82 Sequence 0:82 move second child to first child ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float) @@ -189,10 +189,10 @@ using depth_any 0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:82 Constant: +0:82 0.100000 +0:82 0.200000 +0:82 0.300000 0:83 Sequence 0:83 move second child to first child ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int) @@ -200,10 +200,10 @@ using depth_any 0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:83 Constant: +0:83 0.400000 +0:83 0.500000 +0:83 0.600000 0:84 Sequence 0:84 move second child to first child ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint) @@ -211,10 +211,10 @@ using depth_any 0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:84 Constant: +0:84 0.700000 +0:84 0.800000 +0:84 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 Depth}) @@ -402,9 +402,9 @@ using depth_any 0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:74 Constant: +0:74 0.100000 +0:74 0.200000 0:75 Sequence 0:75 move second child to first child ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int) @@ -412,9 +412,9 @@ using depth_any 0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:75 Constant: +0:75 0.300000 +0:75 0.400000 0:76 Sequence 0:76 move second child to first child ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint) @@ -422,9 +422,9 @@ using depth_any 0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:76 Constant: +0:76 0.500000 +0:76 0.600000 0:78 Sequence 0:78 move second child to first child ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float) @@ -432,10 +432,10 @@ using depth_any 0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:78 Constant: +0:78 0.100000 +0:78 0.200000 +0:78 0.300000 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int) @@ -443,10 +443,10 @@ using depth_any 0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:79 Constant: +0:79 0.400000 +0:79 0.500000 +0:79 0.600000 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint) @@ -454,10 +454,10 @@ using depth_any 0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:80 Constant: +0:80 0.700000 +0:80 0.800000 +0:80 0.900000 0:82 Sequence 0:82 move second child to first child ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float) @@ -465,10 +465,10 @@ using depth_any 0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:82 Constant: +0:82 0.100000 +0:82 0.200000 +0:82 0.300000 0:83 Sequence 0:83 move second child to first child ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int) @@ -476,10 +476,10 @@ using depth_any 0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:83 Constant: +0:83 0.400000 +0:83 0.500000 +0:83 0.600000 0:84 Sequence 0:84 move second child to first child ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint) @@ -487,10 +487,10 @@ using depth_any 0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:84 Constant: +0:84 0.700000 +0:84 0.800000 +0:84 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 Depth}) diff --git a/Test/baseResults/hlsl.sample.dx9.frag.out b/Test/baseResults/hlsl.sample.dx9.frag.out index 5f2aecdd..282455c7 100644 --- a/Test/baseResults/hlsl.sample.dx9.frag.out +++ b/Test/baseResults/hlsl.sample.dx9.frag.out @@ -9,18 +9,18 @@ using depth_any 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) -0:? Constant: -0:? 0.400000 -0:? 0.300000 +0:20 Constant: +0:20 0.400000 +0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) @@ -31,41 +31,41 @@ using depth_any 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:22 Constant: +0:22 0.500000 +0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:23 Constant: +0:23 0.500000 +0:23 0.600000 +0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:24 Constant: +0:24 0.500000 +0:24 0.600000 +0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 direct index ( temp float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) @@ -73,17 +73,17 @@ using depth_any 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) @@ -91,17 +91,17 @@ using depth_any 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) @@ -109,17 +109,17 @@ using depth_any 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) @@ -127,17 +127,17 @@ using depth_any 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) @@ -200,18 +200,18 @@ using depth_any 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) -0:? Constant: -0:? 0.400000 -0:? 0.300000 +0:20 Constant: +0:20 0.400000 +0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) @@ -222,41 +222,41 @@ using depth_any 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:22 Constant: +0:22 0.500000 +0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:23 Constant: +0:23 0.500000 +0:23 0.600000 +0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:24 Constant: +0:24 0.500000 +0:24 0.600000 +0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 direct index ( temp float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) @@ -264,17 +264,17 @@ using depth_any 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) @@ -282,17 +282,17 @@ using depth_any 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) @@ -300,17 +300,17 @@ using depth_any 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) @@ -318,17 +318,17 @@ using depth_any 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.sample.dx9.vert.out b/Test/baseResults/hlsl.sample.dx9.vert.out index 0b47bff3..4b718cf1 100644 --- a/Test/baseResults/hlsl.sample.dx9.vert.out +++ b/Test/baseResults/hlsl.sample.dx9.vert.out @@ -7,27 +7,27 @@ Shader version: 500 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 direct index ( temp float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) @@ -35,17 +35,17 @@ Shader version: 500 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) @@ -86,27 +86,27 @@ Shader version: 500 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 direct index ( temp float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) @@ -114,17 +114,17 @@ Shader version: 500 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index fc916999..e5d204f9 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -46,12 +46,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -59,12 +59,12 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -72,12 +72,12 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -85,14 +85,14 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -100,14 +100,14 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -115,14 +115,14 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) @@ -230,12 +230,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -243,12 +243,12 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -256,12 +256,12 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -269,14 +269,14 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -284,14 +284,14 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -299,14 +299,14 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index 4d53975b..5b14c657 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence @@ -25,9 +25,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence @@ -37,9 +37,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence @@ -49,13 +49,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -63,13 +63,13 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -77,13 +77,13 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) @@ -152,9 +152,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence @@ -164,9 +164,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence @@ -176,9 +176,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence @@ -188,13 +188,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -202,13 +202,13 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -216,13 +216,13 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index 79901963..e177d77b 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence @@ -25,9 +25,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence @@ -37,9 +37,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence @@ -49,10 +49,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.500000 0:32 Sequence @@ -62,10 +62,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.500000 0:33 Sequence @@ -75,10 +75,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.500000 0:35 Sequence @@ -88,11 +88,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -102,11 +102,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -116,11 +116,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.500000 0:39 move second child to first child ( temp 4-component vector of float) @@ -194,9 +194,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence @@ -206,9 +206,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence @@ -218,9 +218,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence @@ -230,10 +230,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.500000 0:32 Sequence @@ -243,10 +243,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.500000 0:33 Sequence @@ -256,10 +256,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.500000 0:35 Sequence @@ -269,11 +269,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -283,11 +283,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -297,11 +297,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.500000 0:39 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index b318306e..2f15b42b 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -46,9 +46,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -58,9 +58,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -70,9 +70,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence @@ -82,10 +82,10 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 0:40 Sequence @@ -95,10 +95,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 0:41 Sequence @@ -108,10 +108,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 0:43 Sequence @@ -121,10 +121,10 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 0:43 Constant: 0:43 0.500000 0:44 Sequence @@ -134,10 +134,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 0:44 Constant: 0:44 0.500000 0:45 Sequence @@ -147,10 +147,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 0:45 Constant: 0:45 0.500000 0:47 move second child to first child ( temp 4-component vector of float) @@ -260,9 +260,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -272,9 +272,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -284,9 +284,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence @@ -296,10 +296,10 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 0:40 Sequence @@ -309,10 +309,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 0:41 Sequence @@ -322,10 +322,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 0:43 Sequence @@ -335,10 +335,10 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 0:43 Constant: 0:43 0.500000 0:44 Sequence @@ -348,10 +348,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 0:44 Constant: 0:44 0.500000 0:45 Sequence @@ -361,10 +361,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 0:45 Constant: 0:45 0.500000 0:47 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index 0e073ee7..478091db 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -52,14 +52,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -67,14 +67,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -82,14 +82,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 0:37 Constant: 0:37 0.500000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -97,16 +97,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -114,16 +114,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -131,16 +131,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) @@ -254,14 +254,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -269,14 +269,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -284,14 +284,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 0:37 Constant: 0:37 0.500000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -299,16 +299,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -316,16 +316,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -333,16 +333,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index 6225c452..f5aff67f 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.500000 0:23 Constant: @@ -27,9 +27,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.500000 0:24 Constant: @@ -41,9 +41,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.500000 0:25 Constant: @@ -55,15 +55,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -71,15 +71,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -87,15 +87,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 0:29 Constant: 0:29 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) @@ -164,9 +164,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.500000 0:23 Constant: @@ -178,9 +178,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.500000 0:24 Constant: @@ -192,9 +192,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.500000 0:25 Constant: @@ -206,15 +206,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -222,15 +222,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -238,15 +238,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 0:29 Constant: 0:29 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index b1c1d6d2..0ab61eba 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -27,9 +27,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -40,9 +40,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence @@ -53,10 +53,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -67,10 +67,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -81,10 +81,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:52 Sequence @@ -95,11 +95,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:53 Sequence @@ -110,11 +110,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -125,11 +125,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:56 move second child to first child ( temp 4-component vector of float) @@ -215,9 +215,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -228,9 +228,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -241,9 +241,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence @@ -254,10 +254,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -268,10 +268,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -282,10 +282,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:52 Sequence @@ -296,11 +296,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:53 Sequence @@ -311,11 +311,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -326,11 +326,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:56 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index e3d5b930..c178c571 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -63,9 +63,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -76,9 +76,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence @@ -89,10 +89,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -103,10 +103,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:55 Sequence @@ -117,10 +117,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:57 move second child to first child ( temp 4-component vector of float) @@ -242,9 +242,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -255,9 +255,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -268,9 +268,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence @@ -281,10 +281,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -295,10 +295,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:55 Sequence @@ -309,10 +309,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:57 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplecmp.negative.frag.out b/Test/baseResults/hlsl.samplecmp.negative.frag.out index 65a69e8f..37a324be 100644 --- a/Test/baseResults/hlsl.samplecmp.negative.frag.out +++ b/Test/baseResults/hlsl.samplecmp.negative.frag.out @@ -14,18 +14,18 @@ ERROR: node is still EOpNull! 0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 0:9 Constant: 0:9 0.000000 0:10 ERROR: Bad aggregation op ( temp float) 0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:10 Constant: +0:10 0.000000 +0:10 0.000000 0:10 Constant: 0:10 0.000000 0:12 Branch: Return with expression @@ -62,18 +62,18 @@ ERROR: node is still EOpNull! 0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 0:9 Constant: 0:9 0.000000 0:10 ERROR: Bad aggregation op ( temp float) 0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:10 Constant: +0:10 0.000000 +0:10 0.000000 0:10 Constant: 0:10 0.000000 0:12 Branch: Return with expression diff --git a/Test/baseResults/hlsl.samplecmp.negative2.frag.out b/Test/baseResults/hlsl.samplecmp.negative2.frag.out index 996b3f87..893a6d91 100644 --- a/Test/baseResults/hlsl.samplecmp.negative2.frag.out +++ b/Test/baseResults/hlsl.samplecmp.negative2.frag.out @@ -13,14 +13,14 @@ ERROR: node is still EOpNull! ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 0:7 Constant: 0:7 0.000000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:7 0.000000 +0:7 Constant: +0:7 0.000000 +0:7 Constant: +0:7 0 (const int) +0:7 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 @@ -52,14 +52,14 @@ ERROR: node is still EOpNull! ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 0:7 Constant: 0:7 0.000000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:7 0.000000 +0:7 Constant: +0:7 0.000000 +0:7 Constant: +0:7 0 (const int) +0:7 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index aaa2b744..1e50d7bb 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -56,14 +56,14 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -72,14 +72,14 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -88,14 +88,14 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) @@ -221,14 +221,14 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -237,14 +237,14 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -253,14 +253,14 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index 501f4c0c..3b1eb6f6 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -29,9 +29,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -44,9 +44,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -59,15 +59,15 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -76,15 +76,15 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -93,15 +93,15 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) @@ -185,9 +185,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -200,9 +200,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -215,9 +215,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -230,15 +230,15 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -247,15 +247,15 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -264,15 +264,15 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index ecfeb1bc..a734e544 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -29,9 +29,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -44,9 +44,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -59,10 +59,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -75,10 +75,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -91,10 +91,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -107,11 +107,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:52 Constant: @@ -124,11 +124,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -141,11 +141,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -233,9 +233,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -248,9 +248,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -263,9 +263,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -278,10 +278,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -294,10 +294,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -310,10 +310,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -326,11 +326,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:52 Constant: @@ -343,11 +343,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -360,11 +360,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:54 Constant: diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index c852c9ff..54135cdb 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -56,9 +56,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -71,9 +71,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -86,9 +86,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -101,10 +101,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -117,10 +117,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -133,10 +133,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:55 Constant: @@ -266,9 +266,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -281,9 +281,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -296,9 +296,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -311,10 +311,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -327,10 +327,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -343,10 +343,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:55 Constant: diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index 95c5c61e..4922cded 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -62,16 +62,16 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -80,16 +80,16 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -98,16 +98,16 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) @@ -239,16 +239,16 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -257,16 +257,16 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -275,16 +275,16 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index 89a7bbac..22bd2577 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -31,9 +31,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -48,9 +48,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -65,17 +65,17 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -84,17 +84,17 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -103,17 +103,17 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) @@ -197,9 +197,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -214,9 +214,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -231,9 +231,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -248,17 +248,17 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -267,17 +267,17 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -286,17 +286,17 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 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 Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index 8daeb7fc..67e1d157 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -27,9 +27,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -41,9 +41,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -55,16 +55,16 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -72,16 +72,16 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -89,16 +89,16 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -106,19 +106,19 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -126,19 +126,19 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -146,19 +146,19 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 0.300000 +0:37 0.400000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 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 Depth}) @@ -230,9 +230,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -244,9 +244,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -258,9 +258,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -272,16 +272,16 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -289,16 +289,16 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -306,16 +306,16 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -323,19 +323,19 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -343,19 +343,19 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -363,19 +363,19 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 0.300000 +0:37 0.400000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 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 Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index 03888b62..8f2fabc4 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -52,15 +52,15 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -68,15 +68,15 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -84,15 +84,15 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -100,18 +100,18 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -119,18 +119,18 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -138,18 +138,18 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float) @@ -157,18 +157,18 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int) @@ -176,18 +176,18 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:45 Sequence 0:45 move second child to first child ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint) @@ -195,18 +195,18 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 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 Depth}) @@ -320,15 +320,15 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -336,15 +336,15 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -352,15 +352,15 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -368,18 +368,18 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -387,18 +387,18 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -406,18 +406,18 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float) @@ -425,18 +425,18 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int) @@ -444,18 +444,18 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:45 Sequence 0:45 move second child to first child ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint) @@ -463,18 +463,18 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 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 Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index 71da2459..69820905 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -50,15 +50,15 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -66,15 +66,15 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -82,15 +82,15 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float) @@ -98,18 +98,18 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int) @@ -117,18 +117,18 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint) @@ -136,18 +136,18 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float) @@ -155,18 +155,18 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int) @@ -174,18 +174,18 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint) @@ -193,28 +193,28 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 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) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) @@ -299,15 +299,15 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -315,15 +315,15 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -331,15 +331,15 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float) @@ -347,18 +347,18 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int) @@ -366,18 +366,18 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint) @@ -385,18 +385,18 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float) @@ -404,18 +404,18 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int) @@ -423,18 +423,18 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint) @@ -442,28 +442,28 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 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) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index 63192dfb..5694f89b 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -58,18 +58,18 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -77,18 +77,18 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -96,18 +96,18 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -115,22 +115,22 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -138,22 +138,22 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -161,22 +161,22 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) @@ -296,18 +296,18 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -315,18 +315,18 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -334,18 +334,18 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -353,22 +353,22 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -376,22 +376,22 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -399,22 +399,22 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index fb8513b0..a3bc4c14 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -29,9 +29,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -45,9 +45,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -61,19 +61,19 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1 (const int) +0:31 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -81,19 +81,19 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1 (const int) +0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -101,19 +101,19 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1 (const int) +0:33 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 Depth}) @@ -185,9 +185,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -201,9 +201,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -217,9 +217,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -233,19 +233,19 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1 (const int) +0:31 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -253,19 +253,19 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1 (const int) +0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -273,19 +273,19 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1 (const int) +0:33 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 Depth}) diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index 95a1a54f..68e0e87d 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence @@ -25,9 +25,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence @@ -37,9 +37,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence @@ -49,10 +49,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.750000 0:32 Sequence @@ -62,10 +62,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.750000 0:33 Sequence @@ -75,10 +75,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.750000 0:35 Sequence @@ -88,11 +88,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -102,11 +102,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -116,11 +116,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.750000 0:39 move second child to first child ( temp 4-component vector of float) @@ -194,9 +194,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence @@ -206,9 +206,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence @@ -218,9 +218,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence @@ -230,10 +230,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.750000 0:32 Sequence @@ -243,10 +243,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.750000 0:33 Sequence @@ -256,10 +256,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.750000 0:35 Sequence @@ -269,11 +269,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -283,11 +283,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -297,11 +297,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.750000 0:39 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index 99e252cc..ee3588da 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -46,9 +46,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -58,9 +58,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:37 Constant: +0:37 0.300000 +0:37 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence @@ -70,9 +70,9 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:38 Constant: +0:38 0.500000 +0:38 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence @@ -82,10 +82,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:40 Constant: 0:40 0.750000 0:41 Sequence @@ -95,10 +95,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:41 Constant: 0:41 0.750000 0:42 Sequence @@ -108,10 +108,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:42 Constant: 0:42 0.750000 0:44 Sequence @@ -121,10 +121,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 +0:44 0.300000 0:44 Constant: 0:44 0.750000 0:45 Sequence @@ -134,10 +134,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:45 Constant: +0:45 0.400000 +0:45 0.500000 +0:45 0.600000 0:45 Constant: 0:45 0.750000 0:46 Sequence @@ -147,10 +147,10 @@ using depth_any 0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:46 Constant: +0:46 0.700000 +0:46 0.800000 +0:46 0.900000 0:46 Constant: 0:46 0.750000 0:48 move second child to first child ( temp 4-component vector of float) @@ -261,9 +261,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -273,9 +273,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:37 Constant: +0:37 0.300000 +0:37 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence @@ -285,9 +285,9 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:38 Constant: +0:38 0.500000 +0:38 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence @@ -297,10 +297,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:40 Constant: 0:40 0.750000 0:41 Sequence @@ -310,10 +310,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:41 Constant: 0:41 0.750000 0:42 Sequence @@ -323,10 +323,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:42 Constant: 0:42 0.750000 0:44 Sequence @@ -336,10 +336,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 +0:44 0.300000 0:44 Constant: 0:44 0.750000 0:45 Sequence @@ -349,10 +349,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:45 Constant: +0:45 0.400000 +0:45 0.500000 +0:45 0.600000 0:45 Constant: 0:45 0.750000 0:46 Sequence @@ -362,10 +362,10 @@ using depth_any 0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:46 Constant: +0:46 0.700000 +0:46 0.800000 +0:46 0.900000 0:46 Constant: 0:46 0.750000 0:48 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index d4d720bc..a3ff9e66 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -44,9 +44,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence @@ -56,9 +56,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -68,9 +68,9 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence @@ -80,10 +80,10 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 0:38 Constant: 0:38 0.750000 0:39 Sequence @@ -93,10 +93,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 0:39 Constant: 0:39 0.750000 0:40 Sequence @@ -106,10 +106,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 0:40 Constant: 0:40 0.750000 0:42 Sequence @@ -119,10 +119,10 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -132,10 +132,10 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -145,10 +145,10 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 0:44 Constant: 0:44 0.750000 0:46 move second child to first child ( temp 4-component vector of float) @@ -156,11 +156,11 @@ Shader version: 500 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) @@ -239,9 +239,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence @@ -251,9 +251,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -263,9 +263,9 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence @@ -275,10 +275,10 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 0:38 Constant: 0:38 0.750000 0:39 Sequence @@ -288,10 +288,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 0:39 Constant: 0:39 0.750000 0:40 Sequence @@ -301,10 +301,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 0:40 Constant: 0:40 0.750000 0:42 Sequence @@ -314,10 +314,10 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -327,10 +327,10 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -340,10 +340,10 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 0:44 Constant: 0:44 0.750000 0:46 move second child to first child ( temp 4-component vector of float) @@ -351,11 +351,11 @@ Shader version: 500 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index dda42386..c9d431b2 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -52,14 +52,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -67,14 +67,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -82,14 +82,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -97,16 +97,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -114,16 +114,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -131,16 +131,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) @@ -254,14 +254,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -269,14 +269,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -284,14 +284,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -299,16 +299,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -316,16 +316,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -333,16 +333,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -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 Depth}) diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index c0c27e4d..3f6ae556 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.750000 0:23 Constant: @@ -27,9 +27,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.750000 0:24 Constant: @@ -41,9 +41,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.750000 0:25 Constant: @@ -55,15 +55,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -71,15 +71,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -87,15 +87,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 0:29 Constant: 0:29 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) @@ -164,9 +164,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.750000 0:23 Constant: @@ -178,9 +178,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.750000 0:24 Constant: @@ -192,9 +192,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.750000 0:25 Constant: @@ -206,15 +206,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -222,15 +222,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -238,15 +238,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 0:29 Constant: 0:29 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0 (const int) +0:29 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 Depth}) diff --git a/Test/baseResults/hlsl.scalar2matrix.frag.out b/Test/baseResults/hlsl.scalar2matrix.frag.out index 8a1413fa..62980dd6 100644 --- a/Test/baseResults/hlsl.scalar2matrix.frag.out +++ b/Test/baseResults/hlsl.scalar2matrix.frag.out @@ -89,23 +89,23 @@ gl_FragCoord origin is upper left 0:16 0.750000 0:17 move second child to first child ( temp 4X4 matrix of float) 0:17 'mat4' ( temp 4X4 matrix of float) -0:? Constant: -0:? 4.000000 -0:? 4.100000 -0:? 4.200000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:17 Constant: +0:17 4.000000 +0:17 4.100000 +0:17 4.200000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 0:18 move second child to first child ( temp 4X4 matrix of float) 0:18 'mat4' ( temp 4X4 matrix of float) 0:18 Constant: @@ -278,23 +278,23 @@ gl_FragCoord origin is upper left 0:16 0.750000 0:17 move second child to first child ( temp 4X4 matrix of float) 0:17 'mat4' ( temp 4X4 matrix of float) -0:? Constant: -0:? 4.000000 -0:? 4.100000 -0:? 4.200000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:17 Constant: +0:17 4.000000 +0:17 4.100000 +0:17 4.200000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 0:18 move second child to first child ( temp 4X4 matrix of float) 0:18 'mat4' ( temp 4X4 matrix of float) 0:18 Constant: diff --git a/Test/baseResults/hlsl.semantic-1.vert.out b/Test/baseResults/hlsl.semantic-1.vert.out index e0786f03..25fb5822 100644 --- a/Test/baseResults/hlsl.semantic-1.vert.out +++ b/Test/baseResults/hlsl.semantic-1.vert.out @@ -16,7 +16,7 @@ Shader version: 500 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 Constant: 0:19 1 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:19 Construct vec2 ( temp 2-component vector of float) 0:19 direct index ( temp float) 0:19 'v' ( in 4-component vector of float) 0:19 Constant: @@ -30,7 +30,7 @@ Shader version: 500 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 Constant: 0:20 2 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:20 Construct vec2 ( temp 2-component vector of float) 0:20 direct index ( temp float) 0:20 'v' ( in 4-component vector of float) 0:20 Constant: @@ -44,7 +44,7 @@ Shader version: 500 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 Constant: 0:21 3 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:21 Construct vec2 ( temp 2-component vector of float) 0:21 direct index ( temp float) 0:21 'v' ( in 4-component vector of float) 0:21 Constant: @@ -58,7 +58,7 @@ Shader version: 500 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 Constant: 0:22 4 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:22 Construct vec2 ( temp 2-component vector of float) 0:22 direct index ( temp float) 0:22 'v' ( in 4-component vector of float) 0:22 Constant: @@ -139,7 +139,7 @@ Shader version: 500 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 Constant: 0:19 1 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:19 Construct vec2 ( temp 2-component vector of float) 0:19 direct index ( temp float) 0:19 'v' ( in 4-component vector of float) 0:19 Constant: @@ -153,7 +153,7 @@ Shader version: 500 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 Constant: 0:20 2 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:20 Construct vec2 ( temp 2-component vector of float) 0:20 direct index ( temp float) 0:20 'v' ( in 4-component vector of float) 0:20 Constant: @@ -167,7 +167,7 @@ Shader version: 500 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 Constant: 0:21 3 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:21 Construct vec2 ( temp 2-component vector of float) 0:21 direct index ( temp float) 0:21 'v' ( in 4-component vector of float) 0:21 Constant: @@ -181,7 +181,7 @@ Shader version: 500 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 Constant: 0:22 4 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:22 Construct vec2 ( temp 2-component vector of float) 0:22 direct index ( temp float) 0:22 'v' ( in 4-component vector of float) 0:22 Constant: diff --git a/Test/baseResults/hlsl.singleArgIntPromo.vert.out b/Test/baseResults/hlsl.singleArgIntPromo.vert.out index 1da9d5b8..a6105944 100644 --- a/Test/baseResults/hlsl.singleArgIntPromo.vert.out +++ b/Test/baseResults/hlsl.singleArgIntPromo.vert.out @@ -12,7 +12,7 @@ Shader version: 500 0:4 Sequence 0:4 move second child to first child ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int) -0:? Construct ivec2 ( temp 2-component vector of int) +0:4 Construct ivec2 ( temp 2-component vector of int) 0:4 Constant: 0:4 5 (const int) 0:4 'd' ( temp int) @@ -30,10 +30,10 @@ Shader version: 500 0:7 Sequence 0:7 move second child to first child ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float) -0:? Constant: -0:? 1.945910 -0:? 0.693147 -0:? 1.098612 +0:7 Constant: +0:7 1.945910 +0:7 0.693147 +0:7 1.098612 0:8 Sequence 0:8 move second child to first child ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float) @@ -111,7 +111,7 @@ Shader version: 500 0:4 Sequence 0:4 move second child to first child ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int) -0:? Construct ivec2 ( temp 2-component vector of int) +0:4 Construct ivec2 ( temp 2-component vector of int) 0:4 Constant: 0:4 5 (const int) 0:4 'd' ( temp int) @@ -129,10 +129,10 @@ Shader version: 500 0:7 Sequence 0:7 move second child to first child ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float) -0:? Constant: -0:? 1.945910 -0:? 0.693147 -0:? 1.098612 +0:7 Constant: +0:7 1.945910 +0:7 0.693147 +0:7 1.098612 0:8 Sequence 0:8 move second child to first child ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float) diff --git a/Test/baseResults/hlsl.staticMemberFunction.frag.out b/Test/baseResults/hlsl.staticMemberFunction.frag.out index 0d27dba5..f0e5f9f0 100644 --- a/Test/baseResults/hlsl.staticMemberFunction.frag.out +++ b/Test/baseResults/hlsl.staticMemberFunction.frag.out @@ -26,19 +26,19 @@ gl_FragCoord origin is upper left 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:18 Constant: +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 0:19 add second child into first child ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:19 Constant: +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) @@ -87,19 +87,19 @@ gl_FragCoord origin is upper left 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:18 Constant: +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 0:19 add second child into first child ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:19 Constant: +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index 18d32e0d..f2ca742c 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -10,11 +10,11 @@ gl_FragCoord origin is upper left 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 1.000000 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Function Definition: main( ( temp void) @@ -47,11 +47,11 @@ gl_FragCoord origin is upper left 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 1.000000 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.struct.split.nested.geom.out b/Test/baseResults/hlsl.struct.split.nested.geom.out index 642152ba..1abe4c38 100644 --- a/Test/baseResults/hlsl.struct.split.nested.geom.out +++ b/Test/baseResults/hlsl.struct.split.nested.geom.out @@ -18,11 +18,11 @@ output primitive = triangle_strip 0:27 0 (const int) 0:27 Constant: 0:27 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 move second child to first child ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) @@ -31,9 +31,9 @@ output primitive = triangle_strip 0:28 0 (const int) 0:28 Constant: 0:28 1 (const int) -0:? Constant: -0:? 5.000000 -0:? 6.000000 +0:28 Constant: +0:28 5.000000 +0:28 6.000000 0:29 move second child to first child ( temp float) 0:29 direct index ( temp float) 0:29 m0_array: direct index for structure ( temp 2-element array of float) @@ -235,11 +235,11 @@ output primitive = triangle_strip 0:27 0 (const int) 0:27 Constant: 0:27 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 move second child to first child ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) @@ -248,9 +248,9 @@ output primitive = triangle_strip 0:28 0 (const int) 0:28 Constant: 0:28 1 (const int) -0:? Constant: -0:? 5.000000 -0:? 6.000000 +0:28 Constant: +0:28 5.000000 +0:28 6.000000 0:29 move second child to first child ( temp float) 0:29 direct index ( temp float) 0:29 m0_array: direct index for structure ( temp 2-element array of float) diff --git a/Test/baseResults/hlsl.structbuffer.append.fn.frag.out b/Test/baseResults/hlsl.structbuffer.append.fn.frag.out index 2ac904eb..a4e540f0 100644 --- a/Test/baseResults/hlsl.structbuffer.append.fn.frag.out +++ b/Test/baseResults/hlsl.structbuffer.append.fn.frag.out @@ -22,11 +22,11 @@ gl_FragCoord origin is upper left 0:9 0 (const int) 0:9 Constant: 0:9 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:9 Constant: +0:9 1.000000 +0:9 2.000000 +0:9 3.000000 +0:9 4.000000 0:10 Branch: Return with expression 0:10 indirect index ( buffer 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) @@ -99,11 +99,11 @@ gl_FragCoord origin is upper left 0:9 0 (const int) 0:9 Constant: 0:9 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:9 Constant: +0:9 1.000000 +0:9 2.000000 +0:9 3.000000 +0:9 4.000000 0:10 Branch: Return with expression 0:10 indirect index ( buffer 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) diff --git a/Test/baseResults/hlsl.structbuffer.append.frag.out b/Test/baseResults/hlsl.structbuffer.append.frag.out index 5631624b..518b67f0 100644 --- a/Test/baseResults/hlsl.structbuffer.append.frag.out +++ b/Test/baseResults/hlsl.structbuffer.append.frag.out @@ -19,11 +19,11 @@ gl_FragCoord origin is upper left 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:8 Constant: +0:8 1.000000 +0:8 2.000000 +0:8 3.000000 +0:8 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) @@ -83,11 +83,11 @@ gl_FragCoord origin is upper left 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:8 Constant: +0:8 1.000000 +0:8 2.000000 +0:8 3.000000 +0:8 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) diff --git a/Test/baseResults/hlsl.structbuffer.byte.frag.out b/Test/baseResults/hlsl.structbuffer.byte.frag.out index 40e8d9e9..b5252bce 100644 --- a/Test/baseResults/hlsl.structbuffer.byte.frag.out +++ b/Test/baseResults/hlsl.structbuffer.byte.frag.out @@ -28,7 +28,7 @@ gl_FragCoord origin is upper left 0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:10 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence 0:10 move second child to first child ( temp int) @@ -60,7 +60,7 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 ( temp 4-component vector of float) +0:11 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence 0:11 move second child to first child ( temp int) @@ -192,7 +192,7 @@ gl_FragCoord origin is upper left 0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:10 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence 0:10 move second child to first child ( temp int) @@ -224,7 +224,7 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 ( temp 4-component vector of float) +0:11 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence 0:11 move second child to first child ( temp int) diff --git a/Test/baseResults/hlsl.structbuffer.coherent.frag.out b/Test/baseResults/hlsl.structbuffer.coherent.frag.out index 95a9e67a..3d97ee55 100644 --- a/Test/baseResults/hlsl.structbuffer.coherent.frag.out +++ b/Test/baseResults/hlsl.structbuffer.coherent.frag.out @@ -43,7 +43,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) diff --git a/Test/baseResults/hlsl.structbuffer.frag.out b/Test/baseResults/hlsl.structbuffer.frag.out index 5979ff2d..294a1c6c 100644 --- a/Test/baseResults/hlsl.structbuffer.frag.out +++ b/Test/baseResults/hlsl.structbuffer.frag.out @@ -40,7 +40,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) @@ -136,7 +136,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) diff --git a/Test/baseResults/hlsl.structbuffer.incdec.frag.out b/Test/baseResults/hlsl.structbuffer.incdec.frag.out index 8ae97675..26057779 100644 --- a/Test/baseResults/hlsl.structbuffer.incdec.frag.out +++ b/Test/baseResults/hlsl.structbuffer.incdec.frag.out @@ -65,7 +65,7 @@ gl_FragCoord origin is upper left 0:16 Constant: 0:16 -1 (const int) 0:18 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:18 Construct vec4 ( temp 4-component vector of float) 0:18 Convert uint to float ( temp float) 0:18 direct index ( temp uint) 0:18 'result' ( temp 4-component vector of uint) @@ -169,7 +169,7 @@ gl_FragCoord origin is upper left 0:16 Constant: 0:16 -1 (const int) 0:18 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:18 Construct vec4 ( temp 4-component vector of float) 0:18 Convert uint to float ( temp float) 0:18 direct index ( temp uint) 0:18 'result' ( temp 4-component vector of uint) diff --git a/Test/baseResults/hlsl.structbuffer.rw.frag.out b/Test/baseResults/hlsl.structbuffer.rw.frag.out index d6eb8f3b..1eb98aa1 100644 --- a/Test/baseResults/hlsl.structbuffer.rw.frag.out +++ b/Test/baseResults/hlsl.structbuffer.rw.frag.out @@ -43,7 +43,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) diff --git a/Test/baseResults/hlsl.swizzle.frag.out b/Test/baseResults/hlsl.swizzle.frag.out index 28f295df..88ea3cc9 100644 --- a/Test/baseResults/hlsl.swizzle.frag.out +++ b/Test/baseResults/hlsl.swizzle.frag.out @@ -5,11 +5,11 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'AmbientColor' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) @@ -46,11 +46,11 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'AmbientColor' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) diff --git a/Test/baseResults/hlsl.synthesizeInput.frag.out b/Test/baseResults/hlsl.synthesizeInput.frag.out index 2c1ef1d6..316a3529 100644 --- a/Test/baseResults/hlsl.synthesizeInput.frag.out +++ b/Test/baseResults/hlsl.synthesizeInput.frag.out @@ -7,7 +7,7 @@ gl_FragCoord origin is upper left 0:7 'input' ( in structure{ temp float interp, temp uint no_interp}) 0:? Sequence 0:8 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 Convert uint to float ( temp float) 0:8 no_interp: direct index for structure ( temp uint) 0:8 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -58,7 +58,7 @@ gl_FragCoord origin is upper left 0:7 'input' ( in structure{ temp float interp, temp uint no_interp}) 0:? Sequence 0:8 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 Convert uint to float ( temp float) 0:8 no_interp: direct index for structure ( temp uint) 0:8 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.targetStruct1.frag.out b/Test/baseResults/hlsl.targetStruct1.frag.out index 6db5eb4e..095d15d0 100644 --- a/Test/baseResults/hlsl.targetStruct1.frag.out +++ b/Test/baseResults/hlsl.targetStruct1.frag.out @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.targetStruct2.frag.out b/Test/baseResults/hlsl.targetStruct2.frag.out index 051d2678..c57ae008 100644 --- a/Test/baseResults/hlsl.targetStruct2.frag.out +++ b/Test/baseResults/hlsl.targetStruct2.frag.out @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.templatetypes.frag.out b/Test/baseResults/hlsl.templatetypes.frag.out index 1ffb263b..842ed0d6 100644 --- a/Test/baseResults/hlsl.templatetypes.frag.out +++ b/Test/baseResults/hlsl.templatetypes.frag.out @@ -8,19 +8,19 @@ gl_FragCoord origin is upper left 0:4 Sequence 0:4 move second child to first child ( temp 4-component vector of float) 0:4 'r00' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 +0:4 4.000000 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'r01' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 +0:5 Constant: +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 +0:5 5.000000 0:7 Sequence 0:7 move second child to first child ( temp 1-component vector of bool) 0:7 'r12' ( temp 1-component vector of bool) @@ -49,196 +49,196 @@ gl_FragCoord origin is upper left 0:13 Sequence 0:13 move second child to first child ( temp 2-component vector of bool) 0:13 'r20' ( temp 2-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) +0:13 Constant: +0:13 false (const bool) +0:13 true (const bool) 0:14 Sequence 0:14 move second child to first child ( temp 2-component vector of int) 0:14 'r21' ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:14 Constant: +0:14 1 (const int) +0:14 2 (const int) 0:15 Sequence 0:15 move second child to first child ( temp 2-component vector of float) 0:15 'r22' ( temp 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 0:16 Sequence 0:16 move second child to first child ( temp 2-component vector of double) 0:16 'r23' ( temp 2-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r24' ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:17 Constant: +0:17 1 (const uint) +0:17 2 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 3-component vector of bool) 0:19 'r30' ( temp 3-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) +0:19 Constant: +0:19 false (const bool) +0:19 true (const bool) +0:19 true (const bool) 0:20 Sequence 0:20 move second child to first child ( temp 3-component vector of int) 0:20 'r31' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:20 Constant: +0:20 1 (const int) +0:20 2 (const int) +0:20 3 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 3-component vector of float) 0:21 'r32' ( temp 3-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:21 Constant: +0:21 1.000000 +0:21 2.000000 +0:21 3.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of double) 0:22 'r33' ( temp 3-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of uint) 0:23 'r34' ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:23 Constant: +0:23 1 (const uint) +0:23 2 (const uint) +0:23 3 (const uint) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of bool) 0:25 'r40' ( temp 4-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:25 Constant: +0:25 false (const bool) +0:25 true (const bool) +0:25 true (const bool) +0:25 false (const bool) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'r41' ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:26 Constant: +0:26 1 (const int) +0:26 2 (const int) +0:26 3 (const int) +0:26 4 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'r42' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of double) 0:28 'r43' ( temp 4-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:28 Constant: +0:28 1.000000 +0:28 2.000000 +0:28 3.000000 +0:28 4.000000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'r44' ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:29 Constant: +0:29 1 (const uint) +0:29 2 (const uint) +0:29 3 (const uint) +0:29 4 (const uint) 0:31 Sequence 0:31 move second child to first child ( temp 4X4 matrix of float) 0:31 'r50' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:31 Constant: +0:31 0.000000 +0:31 1.000000 +0:31 2.000000 +0:31 3.000000 +0:31 4.000000 +0:31 5.000000 +0:31 6.000000 +0:31 7.000000 +0:31 8.000000 +0:31 9.000000 +0:31 10.000000 +0:31 11.000000 +0:31 12.000000 +0:31 13.000000 +0:31 14.000000 +0:31 15.000000 0:32 Sequence 0:32 move second child to first child ( temp 4X4 matrix of float) 0:32 'r51' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:32 Constant: +0:32 0.000000 +0:32 1.000000 +0:32 2.000000 +0:32 3.000000 +0:32 4.000000 +0:32 5.000000 +0:32 6.000000 +0:32 7.000000 +0:32 8.000000 +0:32 9.000000 +0:32 10.000000 +0:32 11.000000 +0:32 12.000000 +0:32 13.000000 +0:32 14.000000 +0:32 15.000000 0:35 Sequence 0:35 move second child to first child ( temp 2X3 matrix of float) 0:35 'r61' ( temp 2X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:35 Constant: +0:35 1.000000 +0:35 2.000000 +0:35 3.000000 +0:35 4.000000 +0:35 5.000000 +0:35 6.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of float) 0:36 'r62' ( temp 3X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:36 Constant: +0:36 1.000000 +0:36 2.000000 +0:36 3.000000 +0:36 4.000000 +0:36 5.000000 +0:36 6.000000 0:39 Sequence 0:39 move second child to first child ( temp 4X2 matrix of float) 0:39 'r65' ( temp 4X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 +0:39 Constant: +0:39 1.000000 +0:39 2.000000 +0:39 3.000000 +0:39 4.000000 +0:39 5.000000 +0:39 6.000000 +0:39 7.000000 +0:39 8.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X3 matrix of float) 0:40 'r66' ( temp 4X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 +0:40 Constant: +0:40 1.000000 +0:40 2.000000 +0:40 3.000000 +0:40 4.000000 +0:40 5.000000 +0:40 6.000000 +0:40 7.000000 +0:40 8.000000 +0:40 9.000000 +0:40 10.000000 +0:40 11.000000 +0:40 12.000000 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 @@ -264,19 +264,19 @@ gl_FragCoord origin is upper left 0:4 Sequence 0:4 move second child to first child ( temp 4-component vector of float) 0:4 'r00' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 +0:4 4.000000 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'r01' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 +0:5 Constant: +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 +0:5 5.000000 0:7 Sequence 0:7 move second child to first child ( temp 1-component vector of bool) 0:7 'r12' ( temp 1-component vector of bool) @@ -305,196 +305,196 @@ gl_FragCoord origin is upper left 0:13 Sequence 0:13 move second child to first child ( temp 2-component vector of bool) 0:13 'r20' ( temp 2-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) +0:13 Constant: +0:13 false (const bool) +0:13 true (const bool) 0:14 Sequence 0:14 move second child to first child ( temp 2-component vector of int) 0:14 'r21' ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:14 Constant: +0:14 1 (const int) +0:14 2 (const int) 0:15 Sequence 0:15 move second child to first child ( temp 2-component vector of float) 0:15 'r22' ( temp 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 0:16 Sequence 0:16 move second child to first child ( temp 2-component vector of double) 0:16 'r23' ( temp 2-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r24' ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:17 Constant: +0:17 1 (const uint) +0:17 2 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 3-component vector of bool) 0:19 'r30' ( temp 3-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) +0:19 Constant: +0:19 false (const bool) +0:19 true (const bool) +0:19 true (const bool) 0:20 Sequence 0:20 move second child to first child ( temp 3-component vector of int) 0:20 'r31' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:20 Constant: +0:20 1 (const int) +0:20 2 (const int) +0:20 3 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 3-component vector of float) 0:21 'r32' ( temp 3-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:21 Constant: +0:21 1.000000 +0:21 2.000000 +0:21 3.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of double) 0:22 'r33' ( temp 3-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of uint) 0:23 'r34' ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:23 Constant: +0:23 1 (const uint) +0:23 2 (const uint) +0:23 3 (const uint) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of bool) 0:25 'r40' ( temp 4-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:25 Constant: +0:25 false (const bool) +0:25 true (const bool) +0:25 true (const bool) +0:25 false (const bool) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'r41' ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:26 Constant: +0:26 1 (const int) +0:26 2 (const int) +0:26 3 (const int) +0:26 4 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'r42' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of double) 0:28 'r43' ( temp 4-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:28 Constant: +0:28 1.000000 +0:28 2.000000 +0:28 3.000000 +0:28 4.000000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'r44' ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:29 Constant: +0:29 1 (const uint) +0:29 2 (const uint) +0:29 3 (const uint) +0:29 4 (const uint) 0:31 Sequence 0:31 move second child to first child ( temp 4X4 matrix of float) 0:31 'r50' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:31 Constant: +0:31 0.000000 +0:31 1.000000 +0:31 2.000000 +0:31 3.000000 +0:31 4.000000 +0:31 5.000000 +0:31 6.000000 +0:31 7.000000 +0:31 8.000000 +0:31 9.000000 +0:31 10.000000 +0:31 11.000000 +0:31 12.000000 +0:31 13.000000 +0:31 14.000000 +0:31 15.000000 0:32 Sequence 0:32 move second child to first child ( temp 4X4 matrix of float) 0:32 'r51' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:32 Constant: +0:32 0.000000 +0:32 1.000000 +0:32 2.000000 +0:32 3.000000 +0:32 4.000000 +0:32 5.000000 +0:32 6.000000 +0:32 7.000000 +0:32 8.000000 +0:32 9.000000 +0:32 10.000000 +0:32 11.000000 +0:32 12.000000 +0:32 13.000000 +0:32 14.000000 +0:32 15.000000 0:35 Sequence 0:35 move second child to first child ( temp 2X3 matrix of float) 0:35 'r61' ( temp 2X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:35 Constant: +0:35 1.000000 +0:35 2.000000 +0:35 3.000000 +0:35 4.000000 +0:35 5.000000 +0:35 6.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of float) 0:36 'r62' ( temp 3X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:36 Constant: +0:36 1.000000 +0:36 2.000000 +0:36 3.000000 +0:36 4.000000 +0:36 5.000000 +0:36 6.000000 0:39 Sequence 0:39 move second child to first child ( temp 4X2 matrix of float) 0:39 'r65' ( temp 4X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 +0:39 Constant: +0:39 1.000000 +0:39 2.000000 +0:39 3.000000 +0:39 4.000000 +0:39 5.000000 +0:39 6.000000 +0:39 7.000000 +0:39 8.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X3 matrix of float) 0:40 'r66' ( temp 4X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 +0:40 Constant: +0:40 1.000000 +0:40 2.000000 +0:40 3.000000 +0:40 4.000000 +0:40 5.000000 +0:40 6.000000 +0:40 7.000000 +0:40 8.000000 +0:40 9.000000 +0:40 10.000000 +0:40 11.000000 +0:40 12.000000 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 diff --git a/Test/baseResults/hlsl.texture.struct.frag.out b/Test/baseResults/hlsl.texture.struct.frag.out index 3d718de1..bf9ab680 100644 --- a/Test/baseResults/hlsl.texture.struct.frag.out +++ b/Test/baseResults/hlsl.texture.struct.frag.out @@ -14,9 +14,9 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp sampler2D) 0:38 't1' ( in texture2D) 0:38 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:38 Constant: +0:38 0.600000 +0:38 0.610000 0:38 move second child to first child ( temp float) 0:38 c0: direct index for structure ( temp float) 0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -72,9 +72,9 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 't2' ( in texture2D) 0:39 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:39 Constant: +0:39 0.600000 +0:39 0.610000 0:39 move second child to first child ( temp float) 0:39 c0: direct index for structure ( temp float) 0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -134,9 +134,9 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2s1' ( uniform texture2D) 0:43 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.110000 +0:43 Constant: +0:43 0.100000 +0:43 0.110000 0:43 move second child to first child ( temp float) 0:43 c0: direct index for structure ( temp float) 0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -190,9 +190,9 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2D) 0:44 'g_tTex2s2' ( uniform texture2D) 0:44 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.210000 +0:44 Constant: +0:44 0.200000 +0:44 0.210000 0:44 move second child to first child ( temp float) 0:44 c0: direct index for structure ( temp float) 0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -249,9 +249,9 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2D) 0:45 'g_tTex2s3' ( uniform texture2D) 0:45 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.310000 +0:45 Constant: +0:45 0.300000 +0:45 0.310000 0:45 move second child to first child ( temp float) 0:45 direct index ( temp float) 0:45 c0: direct index for structure ( temp 2-component vector of float) @@ -299,9 +299,9 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2D) 0:46 'g_tTex2s4' ( uniform itexture2D) 0:46 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.410000 +0:46 Constant: +0:46 0.400000 +0:46 0.410000 0:46 move second child to first child ( temp int) 0:46 c0: direct index for structure ( temp int) 0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2}) @@ -357,9 +357,9 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2D) 0:47 'g_tTex2s5' ( uniform utexture2D) 0:47 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.510000 +0:47 Constant: +0:47 0.500000 +0:47 0.510000 0:47 move second child to first child ( temp uint) 0:47 c0: direct index for structure ( temp uint) 0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1}) @@ -435,9 +435,9 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp sampler2D) 0:38 't1' ( in texture2D) 0:38 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:38 Constant: +0:38 0.600000 +0:38 0.610000 0:38 move second child to first child ( temp float) 0:38 c0: direct index for structure ( temp float) 0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -493,9 +493,9 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 't2' ( in texture2D) 0:39 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:39 Constant: +0:39 0.600000 +0:39 0.610000 0:39 move second child to first child ( temp float) 0:39 c0: direct index for structure ( temp float) 0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -555,9 +555,9 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2s1' ( uniform texture2D) 0:43 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.110000 +0:43 Constant: +0:43 0.100000 +0:43 0.110000 0:43 move second child to first child ( temp float) 0:43 c0: direct index for structure ( temp float) 0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -611,9 +611,9 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2D) 0:44 'g_tTex2s2' ( uniform texture2D) 0:44 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.210000 +0:44 Constant: +0:44 0.200000 +0:44 0.210000 0:44 move second child to first child ( temp float) 0:44 c0: direct index for structure ( temp float) 0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -670,9 +670,9 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2D) 0:45 'g_tTex2s3' ( uniform texture2D) 0:45 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.310000 +0:45 Constant: +0:45 0.300000 +0:45 0.310000 0:45 move second child to first child ( temp float) 0:45 direct index ( temp float) 0:45 c0: direct index for structure ( temp 2-component vector of float) @@ -720,9 +720,9 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2D) 0:46 'g_tTex2s4' ( uniform itexture2D) 0:46 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.410000 +0:46 Constant: +0:46 0.400000 +0:46 0.410000 0:46 move second child to first child ( temp int) 0:46 c0: direct index for structure ( temp int) 0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2}) @@ -778,9 +778,9 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2D) 0:47 'g_tTex2s5' ( uniform utexture2D) 0:47 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.510000 +0:47 Constant: +0:47 0.500000 +0:47 0.510000 0:47 move second child to first child ( temp uint) 0:47 c0: direct index for structure ( temp uint) 0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1}) diff --git a/Test/baseResults/hlsl.texture.subvec4.frag.out b/Test/baseResults/hlsl.texture.subvec4.frag.out index 8ba67cf6..1a7816d8 100644 --- a/Test/baseResults/hlsl.texture.subvec4.frag.out +++ b/Test/baseResults/hlsl.texture.subvec4.frag.out @@ -92,32 +92,32 @@ gl_FragCoord origin is upper left 0:29 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:29 'g_tTex2dmsf1' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:29 Constant: +0:29 1 (const int) +0:29 2 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 Construct vec2 ( temp 2-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:30 'g_tTex2dmsf2' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 2 (const int) 0:30 Constant: 0:30 3 (const int) 0:31 Construct vec3 ( temp 3-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:31 'g_tTex2dmsf3' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:31 Constant: +0:31 1 (const int) +0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:32 Constant: +0:32 1 (const int) +0:32 2 (const int) 0:32 Constant: 0:32 3 (const int) 0:34 Construct float ( temp float) @@ -125,32 +125,32 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df1' ( uniform texture2D) 0:34 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Construct vec2 ( temp 2-component vector of float) 0:? texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df2' ( uniform texture2D) 0:35 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:36 Construct vec3 ( temp 3-component vector of float) 0:? texture ( temp 4-component vector of float) 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df3' ( uniform texture2D) 0:36 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:37 texture ( temp 4-component vector of float) 0:37 Construct combined texture-sampler ( temp sampler2D) 0:37 'g_tTex2df4' ( uniform texture2D) 0:37 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 0:39 Branch: Return with expression 0:39 Constant: 0:39 0.000000 @@ -272,32 +272,32 @@ gl_FragCoord origin is upper left 0:29 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:29 'g_tTex2dmsf1' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:29 Constant: +0:29 1 (const int) +0:29 2 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 Construct vec2 ( temp 2-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:30 'g_tTex2dmsf2' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 2 (const int) 0:30 Constant: 0:30 3 (const int) 0:31 Construct vec3 ( temp 3-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:31 'g_tTex2dmsf3' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:31 Constant: +0:31 1 (const int) +0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:32 Constant: +0:32 1 (const int) +0:32 2 (const int) 0:32 Constant: 0:32 3 (const int) 0:34 Construct float ( temp float) @@ -305,32 +305,32 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df1' ( uniform texture2D) 0:34 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Construct vec2 ( temp 2-component vector of float) 0:? texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df2' ( uniform texture2D) 0:35 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:36 Construct vec3 ( temp 3-component vector of float) 0:? texture ( temp 4-component vector of float) 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df3' ( uniform texture2D) 0:36 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:37 texture ( temp 4-component vector of float) 0:37 Construct combined texture-sampler ( temp sampler2D) 0:37 'g_tTex2df4' ( uniform texture2D) 0:37 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 0:39 Branch: Return with expression 0:39 Constant: 0:39 0.000000 diff --git a/Test/baseResults/hlsl.this.frag.out b/Test/baseResults/hlsl.this.frag.out index 47022eca..e6b54cf3 100644 --- a/Test/baseResults/hlsl.this.frag.out +++ b/Test/baseResults/hlsl.this.frag.out @@ -5,9 +5,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'var' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:6 Function Definition: type1::memFun1(vi3; ( temp int) 0:6 Function Parameters: 0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) @@ -36,10 +36,10 @@ gl_FragCoord origin is upper left 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of int) 0:11 'var' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:11 Constant: +0:11 1 (const int) +0:11 2 (const int) +0:11 3 (const int) 0:12 Branch: Return with expression 0:12 add ( temp int) 0:12 add ( temp int) @@ -87,10 +87,10 @@ gl_FragCoord origin is upper left 0:25 'i' ( temp int) 0:25 Function Call: type1::memFun1(vi3; ( temp int) 0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) +0:25 Constant: +0:25 10 (const int) +0:25 11 (const int) +0:25 12 (const int) 0:26 add second child into first child ( temp int) 0:26 'i' ( temp int) 0:26 Function Call: type1::memFun2(i1; ( temp int) @@ -98,7 +98,7 @@ gl_FragCoord origin is upper left 0:26 Constant: 0:26 17 (const int) 0:28 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:28 Construct vec4 ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'i' ( temp int) 0:28 Convert int to float ( temp float) @@ -127,9 +127,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'var' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:6 Function Definition: type1::memFun1(vi3; ( temp int) 0:6 Function Parameters: 0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) @@ -158,10 +158,10 @@ gl_FragCoord origin is upper left 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of int) 0:11 'var' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:11 Constant: +0:11 1 (const int) +0:11 2 (const int) +0:11 3 (const int) 0:12 Branch: Return with expression 0:12 add ( temp int) 0:12 add ( temp int) @@ -209,10 +209,10 @@ gl_FragCoord origin is upper left 0:25 'i' ( temp int) 0:25 Function Call: type1::memFun1(vi3; ( temp int) 0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) +0:25 Constant: +0:25 10 (const int) +0:25 11 (const int) +0:25 12 (const int) 0:26 add second child into first child ( temp int) 0:26 'i' ( temp int) 0:26 Function Call: type1::memFun2(i1; ( temp int) @@ -220,7 +220,7 @@ gl_FragCoord origin is upper left 0:26 Constant: 0:26 17 (const int) 0:28 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:28 Construct vec4 ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'i' ( temp int) 0:28 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.tx.overload.frag.out b/Test/baseResults/hlsl.tx.overload.frag.out index de8b38bf..7fb0640e 100644 --- a/Test/baseResults/hlsl.tx.overload.frag.out +++ b/Test/baseResults/hlsl.tx.overload.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:9 'DummyTex' ( in texture2D) 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 0:11 Function Definition: Func(I211; ( temp float) 0:11 Function Parameters: 0:11 'DummyTex' (layout( r32f) in image2D) @@ -31,11 +31,11 @@ gl_FragCoord origin is upper left 0:12 'DummyTex' (layout( rgba32f) in image2D) 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:12 Constant: +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence @@ -83,11 +83,11 @@ gl_FragCoord origin is upper left 0:9 'DummyTex' ( in texture2D) 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 0:11 Function Definition: Func(I211; ( temp float) 0:11 Function Parameters: 0:11 'DummyTex' (layout( r32f) in image2D) @@ -100,11 +100,11 @@ gl_FragCoord origin is upper left 0:12 'DummyTex' (layout( rgba32f) in image2D) 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:12 Constant: +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.type.half.frag.out b/Test/baseResults/hlsl.type.half.frag.out index ec7e46dd..68f1b240 100644 --- a/Test/baseResults/hlsl.type.half.frag.out +++ b/Test/baseResults/hlsl.type.half.frag.out @@ -39,11 +39,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 2X2 matrix of float) 0:15 'h22' ( temp 2X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 +0:15 3.000000 +0:15 4.000000 0:16 Sequence 0:16 move second child to first child ( temp 2X3 matrix of float) 0:16 'h23' ( temp 2X3 matrix of float) @@ -123,11 +123,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 2X2 matrix of float) 0:15 'h22' ( temp 2X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 +0:15 3.000000 +0:15 4.000000 0:16 Sequence 0:16 move second child to first child ( temp 2X3 matrix of float) 0:16 'h23' ( temp 2X3 matrix of float) diff --git a/Test/baseResults/hlsl.type.type.conversion.all.frag.out b/Test/baseResults/hlsl.type.type.conversion.all.frag.out index 083c9296..ae05dc2a 100644 --- a/Test/baseResults/hlsl.type.type.conversion.all.frag.out +++ b/Test/baseResults/hlsl.type.type.conversion.all.frag.out @@ -122,9 +122,9 @@ ERROR: node is still EOpNull! 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -135,10 +135,10 @@ ERROR: node is still EOpNull! 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -150,19 +150,19 @@ ERROR: node is still EOpNull! 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -174,19 +174,19 @@ ERROR: node is still EOpNull! 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -200,13 +200,13 @@ ERROR: node is still EOpNull! 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -222,15 +222,15 @@ ERROR: node is still EOpNull! 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -244,13 +244,13 @@ ERROR: node is still EOpNull! 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -267,16 +267,16 @@ ERROR: node is still EOpNull! 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -296,19 +296,19 @@ ERROR: node is still EOpNull! 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -324,15 +324,15 @@ ERROR: node is still EOpNull! 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -352,19 +352,19 @@ ERROR: node is still EOpNull! 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -388,385 +388,385 @@ ERROR: node is still EOpNull! 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:188 Branch: Return with expression 0:188 Constant: 0:188 0.000000 @@ -806,9 +806,9 @@ ERROR: node is still EOpNull! 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -819,10 +819,10 @@ ERROR: node is still EOpNull! 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -834,19 +834,19 @@ ERROR: node is still EOpNull! 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -858,19 +858,19 @@ ERROR: node is still EOpNull! 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -884,13 +884,13 @@ ERROR: node is still EOpNull! 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -906,15 +906,15 @@ ERROR: node is still EOpNull! 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -928,13 +928,13 @@ ERROR: node is still EOpNull! 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -951,16 +951,16 @@ ERROR: node is still EOpNull! 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -980,19 +980,19 @@ ERROR: node is still EOpNull! 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -1008,15 +1008,15 @@ ERROR: node is still EOpNull! 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -1036,19 +1036,19 @@ ERROR: node is still EOpNull! 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -1072,385 +1072,385 @@ ERROR: node is still EOpNull! 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:188 Branch: Return with expression 0:188 Constant: 0:188 0.000000 diff --git a/Test/baseResults/hlsl.type.type.conversion.valid.frag.out b/Test/baseResults/hlsl.type.type.conversion.valid.frag.out index 407caf34..73200746 100644 --- a/Test/baseResults/hlsl.type.type.conversion.valid.frag.out +++ b/Test/baseResults/hlsl.type.type.conversion.valid.frag.out @@ -19,9 +19,9 @@ gl_FragCoord origin is upper left 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -32,10 +32,10 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -47,19 +47,19 @@ gl_FragCoord origin is upper left 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -71,19 +71,19 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -97,13 +97,13 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -119,15 +119,15 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -141,13 +141,13 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -164,16 +164,16 @@ gl_FragCoord origin is upper left 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -193,19 +193,19 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -221,15 +221,15 @@ gl_FragCoord origin is upper left 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -249,19 +249,19 @@ gl_FragCoord origin is upper left 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -285,385 +285,385 @@ gl_FragCoord origin is upper left 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:88 Branch: Return with expression 0:88 Constant: 0:88 0.000000 @@ -703,9 +703,9 @@ gl_FragCoord origin is upper left 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -716,10 +716,10 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -731,19 +731,19 @@ gl_FragCoord origin is upper left 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -755,19 +755,19 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -781,13 +781,13 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -803,15 +803,15 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -825,13 +825,13 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -848,16 +848,16 @@ gl_FragCoord origin is upper left 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -877,19 +877,19 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -905,15 +905,15 @@ gl_FragCoord origin is upper left 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -933,19 +933,19 @@ gl_FragCoord origin is upper left 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -969,385 +969,385 @@ gl_FragCoord origin is upper left 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:88 Branch: Return with expression 0:88 Constant: 0:88 0.000000 diff --git a/Test/baseResults/hlsl.wavequery.frag.out b/Test/baseResults/hlsl.wavequery.frag.out index 59f3050e..df1b5969 100644 --- a/Test/baseResults/hlsl.wavequery.frag.out +++ b/Test/baseResults/hlsl.wavequery.frag.out @@ -11,19 +11,19 @@ gl_FragCoord origin is upper left 0:3 true case 0:? Sequence 0:5 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:5 Constant: +0:5 1.000000 +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 0:3 false case 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 3.000000 -0:? 2.000000 -0:? 1.000000 +0:9 Constant: +0:9 4.000000 +0:9 3.000000 +0:9 2.000000 +0:9 1.000000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence @@ -49,19 +49,19 @@ gl_FragCoord origin is upper left 0:3 true case 0:? Sequence 0:5 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:5 Constant: +0:5 1.000000 +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 0:3 false case 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 3.000000 -0:? 2.000000 -0:? 1.000000 +0:9 Constant: +0:9 4.000000 +0:9 3.000000 +0:9 2.000000 +0:9 1.000000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence diff --git a/glslang/HLSL/hlslGrammar.cpp b/glslang/HLSL/hlslGrammar.cpp index df1625e0..bd4af922 100644 --- a/glslang/HLSL/hlslGrammar.cpp +++ b/glslang/HLSL/hlslGrammar.cpp @@ -3244,7 +3244,7 @@ bool HlslGrammar::acceptConstructor(TIntermTyped*& node) } // hook it up - node = parseContext.handleFunctionCall(arguments->getLoc(), constructorFunction, arguments); + node = parseContext.handleFunctionCall(token.loc, constructorFunction, arguments); return node != nullptr; }