glslang/Test/baseResults/hlsl.format.rwtexture.frag.out

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hlsl.format.rwtexture.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Parameters:
0:? Sequence
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})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:34 move second child to first child ( temp float)
0:34 Depth: direct index for structure ( temp float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Branch: Return with expression
0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 Sequence
0:30 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:30 Color: direct index for structure ( temp 4-component vector of float)
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Constant:
0:30 0 (const int)
0:30 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:30 Depth: direct index for structure ( temp float)
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Constant:
0:30 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rg32f) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba8_snorm) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba8i) uniform image2D)
0:? 'g_tTex2di4' (layout( r11f_g11f_b10f) uniform iimage2D)
0:? 'g_tTex2du4' (layout( r8_snorm) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rg8) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba16i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( r8i) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba8ui) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rg32ui) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( r16ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgb10_a2ui) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( r8ui) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba16f) uniform uimage2DArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Parameters:
0:? Sequence
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})
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:33 1.000000
0:34 move second child to first child ( temp float)
0:34 Depth: direct index for structure ( temp float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 1.000000
0:36 Branch: Return with expression
0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 Sequence
0:30 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:30 Color: direct index for structure ( temp 4-component vector of float)
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Constant:
0:30 0 (const int)
0:30 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:30 Depth: direct index for structure ( temp float)
0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:30 Constant:
0:30 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rg32f) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba8_snorm) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba8i) uniform image2D)
0:? 'g_tTex2di4' (layout( r11f_g11f_b10f) uniform iimage2D)
0:? 'g_tTex2du4' (layout( r8_snorm) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rg8) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba16i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( r8i) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba8ui) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rg32ui) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( r16ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgb10_a2ui) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( r8ui) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba16f) uniform uimage2DArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80007
// Id's are bound by 85
Capability Shader
Capability Image1D
Capability StorageImageExtendedFormats
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 29 33
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "psout"
Name 26 "flattenTemp"
Name 29 "@entryPointOutput.Color"
Name 33 "@entryPointOutput.Depth"
Name 38 "g_sSamp"
Name 41 "g_tTex1df4"
Name 44 "g_tTex1di4"
Name 48 "g_tTex1du4"
Name 51 "g_tTex2df4"
Name 54 "g_tTex2di4"
Name 57 "g_tTex2du4"
Name 60 "g_tTex3df4"
Name 63 "g_tTex3di4"
Name 66 "g_tTex3du4"
Name 69 "g_tTex1df4a"
Name 72 "g_tTex1di4a"
Name 75 "g_tTex1du4a"
Name 78 "g_tTex2df4a"
Name 81 "g_tTex2di4a"
Name 84 "g_tTex2du4a"
Decorate 29(@entryPointOutput.Color) Location 0
Decorate 33(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 38(g_sSamp) DescriptorSet 0
Decorate 38(g_sSamp) Binding 0
Decorate 41(g_tTex1df4) DescriptorSet 0
Decorate 41(g_tTex1df4) Binding 0
Decorate 44(g_tTex1di4) DescriptorSet 0
Decorate 44(g_tTex1di4) Binding 0
Decorate 48(g_tTex1du4) DescriptorSet 0
Decorate 48(g_tTex1du4) Binding 0
Decorate 51(g_tTex2df4) DescriptorSet 0
Decorate 51(g_tTex2df4) Binding 0
Decorate 54(g_tTex2di4) DescriptorSet 0
Decorate 54(g_tTex2di4) Binding 0
Decorate 57(g_tTex2du4) DescriptorSet 0
Decorate 57(g_tTex2du4) Binding 0
Decorate 60(g_tTex3df4) DescriptorSet 0
Decorate 60(g_tTex3df4) Binding 0
Decorate 63(g_tTex3di4) DescriptorSet 0
Decorate 63(g_tTex3di4) Binding 0
Decorate 66(g_tTex3du4) DescriptorSet 0
Decorate 66(g_tTex3du4) Binding 0
Decorate 69(g_tTex1df4a) DescriptorSet 0
Decorate 69(g_tTex1df4a) Binding 0
Decorate 72(g_tTex1di4a) DescriptorSet 0
Decorate 72(g_tTex1di4a) Binding 0
Decorate 75(g_tTex1du4a) DescriptorSet 0
Decorate 75(g_tTex1du4a) Binding 0
Decorate 78(g_tTex2df4a) DescriptorSet 0
Decorate 78(g_tTex2df4a) Binding 0
Decorate 81(g_tTex2di4a) DescriptorSet 0
Decorate 81(g_tTex2di4a) Binding 0
Decorate 84(g_tTex2du4a) DescriptorSet 0
Decorate 84(g_tTex2du4a) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 8(PS_OUTPUT)
14: TypeInt 32 1
15: 14(int) Constant 0
16: 6(float) Constant 1065353216
17: 7(fvec4) ConstantComposite 16 16 16 16
18: TypePointer Function 7(fvec4)
20: 14(int) Constant 1
21: TypePointer Function 6(float)
28: TypePointer Output 7(fvec4)
29(@entryPointOutput.Color): 28(ptr) Variable Output
32: TypePointer Output 6(float)
33(@entryPointOutput.Depth): 32(ptr) Variable Output
36: TypeSampler
37: TypePointer UniformConstant 36
38(g_sSamp): 37(ptr) Variable UniformConstant
39: TypeImage 6(float) 1D nonsampled format:Rgba32f
40: TypePointer UniformConstant 39
41(g_tTex1df4): 40(ptr) Variable UniformConstant
42: TypeImage 14(int) 1D nonsampled format:Rg32f
43: TypePointer UniformConstant 42
44(g_tTex1di4): 43(ptr) Variable UniformConstant
45: TypeInt 32 0
46: TypeImage 45(int) 1D nonsampled format:Rgba8Snorm
47: TypePointer UniformConstant 46
48(g_tTex1du4): 47(ptr) Variable UniformConstant
49: TypeImage 6(float) 2D nonsampled format:Rgba8i
50: TypePointer UniformConstant 49
51(g_tTex2df4): 50(ptr) Variable UniformConstant
52: TypeImage 14(int) 2D nonsampled format:R11fG11fB10f
53: TypePointer UniformConstant 52
54(g_tTex2di4): 53(ptr) Variable UniformConstant
55: TypeImage 45(int) 2D nonsampled format:R8Snorm
56: TypePointer UniformConstant 55
57(g_tTex2du4): 56(ptr) Variable UniformConstant
58: TypeImage 6(float) 3D nonsampled format:Rg8
59: TypePointer UniformConstant 58
60(g_tTex3df4): 59(ptr) Variable UniformConstant
61: TypeImage 14(int) 3D nonsampled format:Rgba16i
62: TypePointer UniformConstant 61
63(g_tTex3di4): 62(ptr) Variable UniformConstant
64: TypeImage 45(int) 3D nonsampled format:R8i
65: TypePointer UniformConstant 64
66(g_tTex3du4): 65(ptr) Variable UniformConstant
67: TypeImage 6(float) 1D array nonsampled format:Rgba8ui
68: TypePointer UniformConstant 67
69(g_tTex1df4a): 68(ptr) Variable UniformConstant
70: TypeImage 14(int) 1D array nonsampled format:Rg32ui
71: TypePointer UniformConstant 70
72(g_tTex1di4a): 71(ptr) Variable UniformConstant
73: TypeImage 45(int) 1D array nonsampled format:R16ui
74: TypePointer UniformConstant 73
75(g_tTex1du4a): 74(ptr) Variable UniformConstant
76: TypeImage 6(float) 2D array nonsampled format:Rgb10a2ui
77: TypePointer UniformConstant 76
78(g_tTex2df4a): 77(ptr) Variable UniformConstant
79: TypeImage 14(int) 2D array nonsampled format:R8ui
80: TypePointer UniformConstant 79
81(g_tTex2di4a): 80(ptr) Variable UniformConstant
82: TypeImage 45(int) 2D array nonsampled format:Rgba16f
83: TypePointer UniformConstant 82
84(g_tTex2du4a): 83(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
26(flattenTemp): 12(ptr) Variable Function
27:8(PS_OUTPUT) FunctionCall 10(@main()
Store 26(flattenTemp) 27
30: 18(ptr) AccessChain 26(flattenTemp) 15
31: 7(fvec4) Load 30
Store 29(@entryPointOutput.Color) 31
34: 21(ptr) AccessChain 26(flattenTemp) 20
35: 6(float) Load 34
Store 33(@entryPointOutput.Depth) 35
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(psout): 12(ptr) Variable Function
19: 18(ptr) AccessChain 13(psout) 15
Store 19 17
22: 21(ptr) AccessChain 13(psout) 20
Store 22 16
23:8(PS_OUTPUT) Load 13(psout)
ReturnValue 23
FunctionEnd