Fix issue with separable shader validation in iomapper
This commit is contained in:
276
Test/baseResults/iomap.variableOutBlockIn.2.vert.out
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276
Test/baseResults/iomap.variableOutBlockIn.2.vert.out
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iomap.variableOutBlockIn.2.vert
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Shader version: 440
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0:? Sequence
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0:6 Function Definition: main( ( global void)
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0:6 Function Parameters:
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
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0:8 Constant:
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:9 move second child to first child ( temp 2-component vector of float)
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0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
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0:9 Constant:
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0:9 0.500000
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0:9 0.500000
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:? Linker Objects
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0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
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0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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iomap.variableOutBlockIn.geom
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Shader version: 440
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invocations = -1
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max_vertices = 3
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input primitive = triangles
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output primitive = triangle_strip
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0:? Sequence
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0:14 Function Definition: main( ( global void)
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0:14 Function Parameters:
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
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0:16 Constant:
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0:16 1.000000
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0:16 1.000000
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0:16 1.000000
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0:16 1.000000
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0:17 move second child to first child ( temp 2-component vector of float)
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0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
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0:17 Constant:
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0:17 0.500000
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0:17 0.500000
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Constant:
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0:18 1.000000
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0:18 1.000000
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0:18 1.000000
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0:18 1.000000
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0:? Linker Objects
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0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
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0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
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0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
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0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
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Linked vertex stage:
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Linked geometry stage:
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Shader version: 440
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0:? Sequence
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0:6 Function Definition: main( ( global void)
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0:6 Function Parameters:
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0:8 Sequence
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0:8 move second child to first child ( temp 4-component vector of float)
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0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
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0:8 Constant:
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:8 1.000000
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0:9 move second child to first child ( temp 2-component vector of float)
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0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
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0:9 Constant:
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0:9 0.500000
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0:9 0.500000
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:? Linker Objects
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0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
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0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Shader version: 440
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invocations = 1
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max_vertices = 3
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input primitive = triangles
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output primitive = triangle_strip
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0:? Sequence
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0:14 Function Definition: main( ( global void)
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0:14 Function Parameters:
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
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0:16 Constant:
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0:16 1.000000
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0:16 1.000000
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0:16 1.000000
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0:16 1.000000
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0:17 move second child to first child ( temp 2-component vector of float)
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0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
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0:17 Constant:
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0:17 0.500000
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0:17 0.500000
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0:18 move second child to first child ( temp 4-component vector of float)
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0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
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0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 Constant:
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0:18 1.000000
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0:18 1.000000
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0:18 1.000000
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0:18 1.000000
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0:? Linker Objects
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0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
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0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
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0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
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0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 29
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 9 14 22 27 28
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Source GLSL 440
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Name 4 "main"
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Name 9 "a1"
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Name 14 "a2"
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Name 20 "gl_PerVertex"
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MemberName 20(gl_PerVertex) 0 "gl_Position"
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MemberName 20(gl_PerVertex) 1 "gl_PointSize"
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MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
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Name 22 ""
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Name 27 "gl_VertexID"
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Name 28 "gl_InstanceID"
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Decorate 9(a1) Location 0
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Decorate 14(a2) Location 1
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MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
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Decorate 20(gl_PerVertex) Block
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Decorate 27(gl_VertexID) BuiltIn VertexId
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Decorate 28(gl_InstanceID) BuiltIn InstanceId
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(a1): 8(ptr) Variable Output
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10: 6(float) Constant 1065353216
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11: 7(fvec4) ConstantComposite 10 10 10 10
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12: TypeVector 6(float) 2
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13: TypePointer Output 12(fvec2)
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14(a2): 13(ptr) Variable Output
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15: 6(float) Constant 1056964608
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16: 12(fvec2) ConstantComposite 15 15
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17: TypeInt 32 0
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18: 17(int) Constant 1
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19: TypeArray 6(float) 18
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20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
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21: TypePointer Output 20(gl_PerVertex)
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22: 21(ptr) Variable Output
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23: TypeInt 32 1
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24: 23(int) Constant 0
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26: TypePointer Input 23(int)
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27(gl_VertexID): 26(ptr) Variable Input
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28(gl_InstanceID): 26(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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Store 9(a1) 11
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Store 14(a2) 16
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25: 8(ptr) AccessChain 22 24
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Store 25 11
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Return
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FunctionEnd
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 31
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Capability Geometry
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Geometry 4 "main" 9 14 22 30
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ExecutionMode 4 Triangles
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ExecutionMode 4 Invocations 1
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ExecutionMode 4 OutputTriangleStrip
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ExecutionMode 4 OutputVertices 3
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Source GLSL 440
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Name 4 "main"
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Name 9 "a1"
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Name 14 "a2"
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Name 20 "gl_PerVertex"
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MemberName 20(gl_PerVertex) 0 "gl_Position"
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MemberName 20(gl_PerVertex) 1 "gl_PointSize"
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MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
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Name 22 ""
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Name 26 "Inputs"
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MemberName 26(Inputs) 0 "a1"
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MemberName 26(Inputs) 1 "a2"
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Name 30 "gin"
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Decorate 9(a1) Location 0
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Decorate 14(a2) Location 1
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MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
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Decorate 20(gl_PerVertex) Block
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Decorate 26(Inputs) Block
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Decorate 30(gin) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(a1): 8(ptr) Variable Output
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10: 6(float) Constant 1065353216
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11: 7(fvec4) ConstantComposite 10 10 10 10
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12: TypeVector 6(float) 2
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13: TypePointer Output 12(fvec2)
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14(a2): 13(ptr) Variable Output
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15: 6(float) Constant 1056964608
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16: 12(fvec2) ConstantComposite 15 15
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17: TypeInt 32 0
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18: 17(int) Constant 1
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19: TypeArray 6(float) 18
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20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
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21: TypePointer Output 20(gl_PerVertex)
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22: 21(ptr) Variable Output
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23: TypeInt 32 1
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24: 23(int) Constant 0
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26(Inputs): TypeStruct 7(fvec4) 12(fvec2)
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27: 17(int) Constant 3
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28: TypeArray 26(Inputs) 27
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29: TypePointer Input 28
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30(gin): 29(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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Store 9(a1) 11
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Store 14(a2) 16
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25: 8(ptr) AccessChain 22 24
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Store 25 11
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Return
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FunctionEnd
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