glslang/Test/baseResults/hlsl.hull.void.tesc.out
greg-lunarg 7c753a7253
Flatten all interface variables (#2217)
Specifically, add flattening of arrayed io for geometry and
tesselation shaders. Previously some interface structs just had
builtins split out which caused some interfaces to not be exactly
the same as that of flattened adjacent stages, affecting validation
and correctness.

This obviates builtin splitting. That will be removed in a followup
commit. It was left in for this commit to better exhibit the functional
changes that were made.

Fixes #1660.
2020-05-18 02:13:10 -06:00

295 lines
15 KiB
Plaintext

hlsl.hull.void.tesc
Shader version: 500
vertices = 3
vertex spacing = fractional_even_spacing
triangle order = ccw
0:? Sequence
0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
0:26 Function Parameters:
0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
0:? Sequence
0:28 move second child to first child ( temp 3-component vector of float)
0:28 cpoint: direct index for structure ( temp 3-component vector of float)
0:28 'output' ( temp structure{ temp 3-component vector of float cpoint})
0:28 Constant:
0:28 0 (const int)
0:28 cpoint: direct index for structure ( temp 3-component vector of float)
0:28 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
0:28 Constant:
0:28 0 (const int)
0:28 Constant:
0:28 0 (const int)
0:29 Branch: Return with expression
0:29 'output' ( temp structure{ temp 3-component vector of float cpoint})
0:26 Function Definition: main( ( temp void)
0:26 Function Parameters:
0:? Sequence
0:26 Sequence
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 0 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 0 (const int)
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 1 (const int)
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 2 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 3-component vector of float)
0:26 indirect index (layout( location=0) out 3-component vector of float)
0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
0:? 'InvocationId' ( in uint InvocationID)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 0 (const int)
0:? Barrier ( temp void)
0:? Test condition and select ( temp void)
0:? Condition
0:? Compare Equal ( temp bool)
0:? 'InvocationId' ( in uint InvocationID)
0:? Constant:
0:? 0 (const int)
0:? true case
0:? Sequence
0:? Function Call: PCF( ( temp void)
0:33 Function Definition: PCF( ( temp void)
0:33 Function Parameters:
0:? Linker Objects
0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:? 'InvocationId' ( in uint InvocationID)
Linked tessellation control stage:
Shader version: 500
vertices = 3
vertex spacing = fractional_even_spacing
triangle order = ccw
0:? Sequence
0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
0:26 Function Parameters:
0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
0:? Sequence
0:28 move second child to first child ( temp 3-component vector of float)
0:28 cpoint: direct index for structure ( temp 3-component vector of float)
0:28 'output' ( temp structure{ temp 3-component vector of float cpoint})
0:28 Constant:
0:28 0 (const int)
0:28 cpoint: direct index for structure ( temp 3-component vector of float)
0:28 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
0:28 Constant:
0:28 0 (const int)
0:28 Constant:
0:28 0 (const int)
0:29 Branch: Return with expression
0:29 'output' ( temp structure{ temp 3-component vector of float cpoint})
0:26 Function Definition: main( ( temp void)
0:26 Function Parameters:
0:? Sequence
0:26 Sequence
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 0 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 0 (const int)
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 1 (const int)
0:26 move second child to first child ( temp 3-component vector of float)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 2 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 direct index (layout( location=0) in 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:26 Constant:
0:26 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 3-component vector of float)
0:26 indirect index (layout( location=0) out 3-component vector of float)
0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
0:? 'InvocationId' ( in uint InvocationID)
0:26 cpoint: direct index for structure ( temp 3-component vector of float)
0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
0:26 Constant:
0:26 0 (const int)
0:? Barrier ( temp void)
0:? Test condition and select ( temp void)
0:? Condition
0:? Compare Equal ( temp bool)
0:? 'InvocationId' ( in uint InvocationID)
0:? Constant:
0:? 0 (const int)
0:? true case
0:? Sequence
0:? Function Call: PCF( ( temp void)
0:33 Function Definition: PCF( ( temp void)
0:33 Function Parameters:
0:? Linker Objects
0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
0:? 'InvocationId' ( in uint InvocationID)
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 67
Capability Tessellation
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint TessellationControl 4 "main" 34 48 50
ExecutionMode 4 OutputVertices 3
ExecutionMode 4 Triangles
ExecutionMode 4 SpacingFractionalEven
ExecutionMode 4 VertexOrderCcw
Source HLSL 500
Name 4 "main"
Name 8 "VS_OUT"
MemberName 8(VS_OUT) 0 "cpoint"
Name 13 "HS_OUT"
MemberName 13(HS_OUT) 0 "cpoint"
Name 16 "@main(struct-VS_OUT-vf31[3];"
Name 15 "ip"
Name 18 "PCF("
Name 21 "output"
Name 31 "ip"
Name 34 "ip.cpoint"
Name 48 "@entryPointOutput.cpoint"
Name 50 "InvocationId"
Name 52 "param"
Decorate 34(ip.cpoint) Location 0
Decorate 48(@entryPointOutput.cpoint) Location 0
Decorate 50(InvocationId) BuiltIn InvocationId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 3
8(VS_OUT): TypeStruct 7(fvec3)
9: TypeInt 32 0
10: 9(int) Constant 3
11: TypeArray 8(VS_OUT) 10
12: TypePointer Function 11
13(HS_OUT): TypeStruct 7(fvec3)
14: TypeFunction 13(HS_OUT) 12(ptr)
20: TypePointer Function 13(HS_OUT)
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypePointer Function 7(fvec3)
32: TypeArray 7(fvec3) 10
33: TypePointer Input 32
34(ip.cpoint): 33(ptr) Variable Input
35: TypePointer Input 7(fvec3)
39: 22(int) Constant 1
43: 22(int) Constant 2
47: TypePointer Output 32
48(@entryPointOutput.cpoint): 47(ptr) Variable Output
49: TypePointer Input 9(int)
50(InvocationId): 49(ptr) Variable Input
56: TypePointer Output 7(fvec3)
58: 9(int) Constant 2
59: 9(int) Constant 4
60: 9(int) Constant 0
62: TypeBool
4(main): 2 Function None 3
5: Label
31(ip): 12(ptr) Variable Function
52(param): 12(ptr) Variable Function
36: 35(ptr) AccessChain 34(ip.cpoint) 23
37: 7(fvec3) Load 36
38: 24(ptr) AccessChain 31(ip) 23 23
Store 38 37
40: 35(ptr) AccessChain 34(ip.cpoint) 39
41: 7(fvec3) Load 40
42: 24(ptr) AccessChain 31(ip) 39 23
Store 42 41
44: 35(ptr) AccessChain 34(ip.cpoint) 43
45: 7(fvec3) Load 44
46: 24(ptr) AccessChain 31(ip) 43 23
Store 46 45
51: 9(int) Load 50(InvocationId)
53: 11 Load 31(ip)
Store 52(param) 53
54: 13(HS_OUT) FunctionCall 16(@main(struct-VS_OUT-vf31[3];) 52(param)
55: 7(fvec3) CompositeExtract 54 0
57: 56(ptr) AccessChain 48(@entryPointOutput.cpoint) 51
Store 57 55
ControlBarrier 58 59 60
61: 9(int) Load 50(InvocationId)
63: 62(bool) IEqual 61 23
SelectionMerge 65 None
BranchConditional 63 64 65
64: Label
66: 2 FunctionCall 18(PCF()
Branch 65
65: Label
Return
FunctionEnd
16(@main(struct-VS_OUT-vf31[3];): 13(HS_OUT) Function None 14
15(ip): 12(ptr) FunctionParameter
17: Label
21(output): 20(ptr) Variable Function
25: 24(ptr) AccessChain 15(ip) 23 23
26: 7(fvec3) Load 25
27: 24(ptr) AccessChain 21(output) 23
Store 27 26
28: 13(HS_OUT) Load 21(output)
ReturnValue 28
FunctionEnd
18(PCF(): 2 Function None 3
19: Label
Return
FunctionEnd