glslang/Test/baseResults/hlsl.struct.split.array.geom.out
John Kessenich abd8dca86d HLSL: Make the entry-point shadow function have non-IO params and return.
This also removes an no longer needed makeTemporary() and rationalizes
makeTypeNonIo()'s interface.
2017-02-06 22:58:32 -07:00

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hlsl.struct.split.array.geom
Shader version: 450
invocations = -1
max_vertices = 4
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void)
0:13 Function Parameters:
0:13 'v' (in 1-element array of uint)
0:13 'OutputStream' (out structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0 (const uint)
0:18 Sequence
0:18 move second child to first child (temp int)
0:18 'x' (temp int)
0:18 Constant:
0:18 0 (const int)
0:18 Loop with condition tested first
0:18 Loop Condition
0:18 Compare Less Than (temp bool)
0:18 'x' (temp int)
0:18 Constant:
0:18 2 (const int)
0:18 Loop Body
0:19 Sequence
0:19 move second child to first child (temp int)
0:19 'y' (temp int)
0:19 Constant:
0:19 0 (const int)
0:19 Loop with condition tested first
0:19 Loop Condition
0:19 Compare Less Than (temp bool)
0:19 'y' (temp int)
0:19 Constant:
0:19 2 (const int)
0:19 Loop Body
0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'x' (temp int)
0:20 'y' (temp int)
0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:19 Loop Terminal Expression
0:19 Pre-Increment (temp int)
0:19 'y' (temp int)
0:18 Loop Terminal Expression
0:18 Pre-Increment (temp int)
0:18 'x' (temp int)
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp 1-element array of uint)
0:? 'v' (temp 1-element array of uint)
0:? 'v' (layout(location=0 ) in 1-element array of uint)
0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void)
0:? 'v' (temp 1-element array of uint)
0:? 'OutputStream' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Linker Objects
0:? 'v' (layout(location=0 ) in 1-element array of uint)
Linked geometry stage:
Shader version: 450
invocations = 1
max_vertices = 4
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void)
0:13 Function Parameters:
0:13 'v' (in 1-element array of uint)
0:13 'OutputStream' (out structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0 (const uint)
0:18 Sequence
0:18 move second child to first child (temp int)
0:18 'x' (temp int)
0:18 Constant:
0:18 0 (const int)
0:18 Loop with condition tested first
0:18 Loop Condition
0:18 Compare Less Than (temp bool)
0:18 'x' (temp int)
0:18 Constant:
0:18 2 (const int)
0:18 Loop Body
0:19 Sequence
0:19 move second child to first child (temp int)
0:19 'y' (temp int)
0:19 Constant:
0:19 0 (const int)
0:19 Loop with condition tested first
0:19 Loop Condition
0:19 Compare Less Than (temp bool)
0:19 'y' (temp int)
0:19 Constant:
0:19 2 (const int)
0:19 Loop Body
0:20 move second child to first child (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index (temp 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'Verts' (temp 2-element array of 3-element array of structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'x' (temp int)
0:20 'y' (temp int)
0:20 'Out' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:19 Loop Terminal Expression
0:19 Pre-Increment (temp int)
0:19 'y' (temp int)
0:18 Loop Terminal Expression
0:18 Pre-Increment (temp int)
0:18 'x' (temp int)
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp 1-element array of uint)
0:? 'v' (temp 1-element array of uint)
0:? 'v' (layout(location=0 ) in 1-element array of uint)
0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; (temp void)
0:? 'v' (temp 1-element array of uint)
0:? 'OutputStream' (temp structure{temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Linker Objects
0:? 'v' (layout(location=0 ) in 1-element array of uint)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 97
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 90
ExecutionMode 4 InputPoints
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 4
Name 4 "main"
Name 14 "PSInput"
MemberName 14(PSInput) 0 "Pos"
MemberName 14(PSInput) 1 "TexCoord"
MemberName 14(PSInput) 2 "TerrainPos"
MemberName 14(PSInput) 3 "VertexID"
Name 19 "@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;"
Name 17 "v"
Name 18 "OutputStream"
Name 21 "Out"
Name 22 "PSInput"
MemberName 22(PSInput) 0 "Pos"
MemberName 22(PSInput) 1 "TexCoord"
MemberName 22(PSInput) 2 "TerrainPos"
MemberName 22(PSInput) 3 "VertexID"
Name 47 "x"
Name 56 "y"
Name 64 "PSInput"
MemberName 64(PSInput) 0 "Pos"
MemberName 64(PSInput) 1 "TexCoord"
MemberName 64(PSInput) 2 "TerrainPos"
MemberName 64(PSInput) 3 "VertexID"
Name 70 "Verts"
Name 88 "v"
Name 90 "v"
Name 92 "OutputStream"
Name 93 "param"
Name 95 "param"
MemberDecorate 22(PSInput) 0 BuiltIn Position
Decorate 90(v) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7: 6(int) Constant 1
8: TypeArray 6(int) 7
9: TypePointer Function 8
10: TypeFloat 32
11: TypeVector 10(float) 4
12: TypeVector 10(float) 2
13: TypeVector 10(float) 3
14(PSInput): TypeStruct 11(fvec4) 12(fvec2) 13(fvec3) 6(int)
15: TypePointer Function 14(PSInput)
16: TypeFunction 2 9(ptr) 15(ptr)
22(PSInput): TypeStruct 11(fvec4) 12(fvec2) 13(fvec3) 6(int)
23: 10(float) Constant 0
24: 11(fvec4) ConstantComposite 23 23 23 23
25: 12(fvec2) ConstantComposite 23 23
26: 13(fvec3) ConstantComposite 23 23 23
27: 6(int) Constant 0
28: 22(PSInput) ConstantComposite 24 25 26 27
30: TypeInt 32 1
31: 30(int) Constant 0
32: TypePointer Function 11(fvec4)
35: 30(int) Constant 1
36: TypePointer Function 12(fvec2)
39: 30(int) Constant 2
40: TypePointer Function 13(fvec3)
43: 30(int) Constant 3
44: TypePointer Function 6(int)
46: TypePointer Function 30(int)
54: TypeBool
64(PSInput): TypeStruct 11(fvec4) 12(fvec2) 13(fvec3) 6(int)
65: 6(int) Constant 3
66: TypeArray 64(PSInput) 65
67: 6(int) Constant 2
68: TypeArray 66 67
69: TypePointer Function 68
74: TypePointer Function 64(PSInput)
89: TypePointer Input 8
90(v): 89(ptr) Variable Input
4(main): 2 Function None 3
5: Label
88(v): 9(ptr) Variable Function
92(OutputStream): 15(ptr) Variable Function
93(param): 9(ptr) Variable Function
95(param): 15(ptr) Variable Function
91: 8 Load 90(v)
Store 88(v) 91
94: 8 Load 88(v)
Store 93(param) 94
96: 2 FunctionCall 19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;) 93(param) 95(param)
Return
FunctionEnd
19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;): 2 Function None 16
17(v): 9(ptr) FunctionParameter
18(OutputStream): 15(ptr) FunctionParameter
20: Label
21(Out): 15(ptr) Variable Function
47(x): 46(ptr) Variable Function
56(y): 46(ptr) Variable Function
70(Verts): 69(ptr) Variable Function
29: 11(fvec4) CompositeExtract 28 0
33: 32(ptr) AccessChain 21(Out) 31
Store 33 29
34: 12(fvec2) CompositeExtract 28 1
37: 36(ptr) AccessChain 21(Out) 35
Store 37 34
38: 13(fvec3) CompositeExtract 28 2
41: 40(ptr) AccessChain 21(Out) 39
Store 41 38
42: 6(int) CompositeExtract 28 3
45: 44(ptr) AccessChain 21(Out) 43
Store 45 42
Store 47(x) 31
Branch 48
48: Label
LoopMerge 50 51 None
Branch 52
52: Label
53: 30(int) Load 47(x)
55: 54(bool) SLessThan 53 39
BranchConditional 55 49 50
49: Label
Store 56(y) 31
Branch 57
57: Label
LoopMerge 59 60 None
Branch 61
61: Label
62: 30(int) Load 56(y)
63: 54(bool) SLessThan 62 39
BranchConditional 63 58 59
58: Label
71: 30(int) Load 47(x)
72: 30(int) Load 56(y)
73: 14(PSInput) Load 21(Out)
75: 74(ptr) AccessChain 70(Verts) 71 72
76: 11(fvec4) CompositeExtract 73 0
77: 32(ptr) AccessChain 75 31
Store 77 76
78: 12(fvec2) CompositeExtract 73 1
79: 36(ptr) AccessChain 75 35
Store 79 78
80: 13(fvec3) CompositeExtract 73 2
81: 40(ptr) AccessChain 75 39
Store 81 80
82: 6(int) CompositeExtract 73 3
83: 44(ptr) AccessChain 75 43
Store 83 82
Branch 60
60: Label
84: 30(int) Load 56(y)
85: 30(int) IAdd 84 35
Store 56(y) 85
Branch 57
59: Label
Branch 51
51: Label
86: 30(int) Load 47(x)
87: 30(int) IAdd 86 35
Store 47(x) 87
Branch 48
50: Label
Return
FunctionEnd