glslang/Test/baseResults/hlsl.stringtoken.frag.out
John Kessenich 830b0cc98b HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
2016-08-29 18:10:47 -06:00

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hlsl.stringtoken.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:21 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
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
0:19 Sequence
0:19 move second child to first child (temp structure{temp 4-component vector of float Color})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color})
0:19 'psout' (temp structure{temp 4-component vector of float Color})
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:21 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
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
0:19 Sequence
0:19 move second child to first child (temp structure{temp 4-component vector of float Color})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color})
0:19 'psout' (temp structure{temp 4-component vector of float Color})
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 28
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 20
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "psout"
Name 18 "PS_OUTPUT"
MemberName 18(PS_OUTPUT) 0 "Color"
Name 20 "@entryPointOutput"
Name 25 "TestTexture"
Name 27 "TestUF"
Decorate 20(@entryPointOutput) Location 0
Decorate 25(TestTexture) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypePointer Function 8(PS_OUTPUT)
11: TypeInt 32 1
12: 11(int) Constant 0
13: 6(float) Constant 0
14: 6(float) Constant 1065353216
15: 7(fvec4) ConstantComposite 13 13 13 14
16: TypePointer Function 7(fvec4)
18(PS_OUTPUT): TypeStruct 7(fvec4)
19: TypePointer Output 18(PS_OUTPUT)
20(@entryPointOutput): 19(ptr) Variable Output
23: TypeImage 6(float) 2D sampled format:Unknown
24: TypePointer UniformConstant 23
25(TestTexture): 24(ptr) Variable UniformConstant
26: TypePointer UniformConstant 7(fvec4)
27(TestUF): 26(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
10(psout): 9(ptr) Variable Function
17: 16(ptr) AccessChain 10(psout) 12
Store 17 15
21:8(PS_OUTPUT) Load 10(psout)
Store 20(@entryPointOutput) 21
Return
FunctionEnd