glslang/Test/baseResults/hlsl.void.frag.out
John Kessenich 02467d8d94 HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master.

This also leads to a variety of other simplifications.
 - IO are global symbols, so only need one list of linkage nodes (deferred)
 - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized
 - several parts of splitting/flattening are now localized
2017-02-06 22:58:32 -07:00

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hlsl.void.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Function Definition: foo1( (temp void)
0:1 Function Parameters:
0:2 Function Definition: foo2( (temp void)
0:2 Function Parameters:
0:5 Function Definition: @PixelShaderFunction(vf4; (temp void)
0:5 Function Parameters:
0:5 'input' (in 4-component vector of float)
0:? Sequence
0:6 Function Call: foo1( (temp void)
0:7 Function Call: foo2( (temp void)
0:8 Branch: Return
0:5 Function Definition: PixelShaderFunction( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Function Call: @PixelShaderFunction(vf4; (temp void)
0:? 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 'input' (layout(location=0 ) in 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Function Definition: foo1( (temp void)
0:1 Function Parameters:
0:2 Function Definition: foo2( (temp void)
0:2 Function Parameters:
0:5 Function Definition: @PixelShaderFunction(vf4; (temp void)
0:5 Function Parameters:
0:5 'input' (in 4-component vector of float)
0:? Sequence
0:6 Function Call: foo1( (temp void)
0:7 Function Call: foo2( (temp void)
0:8 Branch: Return
0:5 Function Definition: PixelShaderFunction( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Function Call: @PixelShaderFunction(vf4; (temp void)
0:? 'input' (temp 4-component vector of float)
0:? Linker Objects
0:? 'input' (layout(location=0 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 27
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 22
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 6 "foo1("
Name 8 "foo2("
Name 15 "@PixelShaderFunction(vf4;"
Name 14 "input"
Name 20 "input"
Name 22 "input"
Name 24 "param"
Decorate 22(input) Location 0
2: TypeVoid
3: TypeFunction 2
10: TypeFloat 32
11: TypeVector 10(float) 4
12: TypePointer Function 11(fvec4)
13: TypeFunction 2 12(ptr)
21: TypePointer Input 11(fvec4)
22(input): 21(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
20(input): 12(ptr) Variable Function
24(param): 12(ptr) Variable Function
23: 11(fvec4) Load 22(input)
Store 20(input) 23
25: 11(fvec4) Load 20(input)
Store 24(param) 25
26: 2 FunctionCall 15(@PixelShaderFunction(vf4;) 24(param)
Return
FunctionEnd
6(foo1(): 2 Function None 3
7: Label
Return
FunctionEnd
8(foo2(): 2 Function None 3
9: Label
Return
FunctionEnd
15(@PixelShaderFunction(vf4;): 2 Function None 13
14(input): 12(ptr) FunctionParameter
16: Label
17: 2 FunctionCall 6(foo1()
18: 2 FunctionCall 8(foo2()
Return
FunctionEnd