glslang/Test/baseResults/hlsl.partialInit.frag.out

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Plaintext
Executable File

hlsl.partialInit.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'gv' (global 4-component vector of float)
0:8 Constant:
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 0.000000
0:9 Sequence
0:9 move second child to first child (temp 3-element array of float)
0:9 'gfa' (global 3-element array of float)
0:9 Constant:
0:9 0.000000
0:9 0.000000
0:9 0.000000
0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:12 Function Parameters:
0:12 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:13 Constant:
0:13 3 (const int)
0:13 0.000000
0:13 false (const bool)
0:13 0.000000
0:13 0.000000
0:13 0.000000
0:13 0.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 v: direct index for structure (temp 4-component vector of float)
0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:15 Constant:
0:15 3 (const int)
0:15 vector-scale (temp 4-component vector of float)
0:15 'gv' (global 4-component vector of float)
0:15 direct index (temp float)
0:15 'gfa' (global 3-element array of float)
0:15 Constant:
0:15 2 (const int)
0:16 Sequence
0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:16 Constant:
0:16 0 (const int)
0:16 0.000000
0:16 false (const bool)
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:19 move second child to first child (temp bool)
0:19 c: direct index for structure (temp bool)
0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 2 (const int)
0:19 c: direct index for structure (temp bool)
0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp int)
0:? 'a' (layout(location=0 ) out int)
0:21 a: direct index for structure (temp int)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 0 (const int)
0:21 move second child to first child (temp float)
0:? 'b' (layout(location=1 ) out float)
0:21 b: direct index for structure (temp float)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 1 (const int)
0:21 move second child to first child (temp bool)
0:? 'c' (layout(location=2 ) out bool)
0:21 c: direct index for structure (temp bool)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 2 (const int)
0:21 move second child to first child (temp 4-component vector of float)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:21 v: direct index for structure (temp 4-component vector of float)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 3 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'a' (layout(location=0 ) out int)
0:? 'b' (layout(location=1 ) out float)
0:? 'c' (layout(location=2 ) out bool)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'gv' (global 4-component vector of float)
0:? 'gfa' (global 3-element array of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Sequence
0:8 move second child to first child (temp 4-component vector of float)
0:8 'gv' (global 4-component vector of float)
0:8 Constant:
0:8 0.000000
0:8 0.000000
0:8 1.000000
0:8 0.000000
0:9 Sequence
0:9 move second child to first child (temp 3-element array of float)
0:9 'gfa' (global 3-element array of float)
0:9 Constant:
0:9 0.000000
0:9 0.000000
0:9 0.000000
0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:12 Function Parameters:
0:12 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:13 Constant:
0:13 3 (const int)
0:13 0.000000
0:13 false (const bool)
0:13 0.000000
0:13 0.000000
0:13 0.000000
0:13 0.000000
0:15 move second child to first child (temp 4-component vector of float)
0:15 v: direct index for structure (temp 4-component vector of float)
0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:15 Constant:
0:15 3 (const int)
0:15 vector-scale (temp 4-component vector of float)
0:15 'gv' (global 4-component vector of float)
0:15 direct index (temp float)
0:15 'gfa' (global 3-element array of float)
0:15 Constant:
0:15 2 (const int)
0:16 Sequence
0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:16 Constant:
0:16 0 (const int)
0:16 0.000000
0:16 false (const bool)
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:19 move second child to first child (temp bool)
0:19 c: direct index for structure (temp bool)
0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 2 (const int)
0:19 c: direct index for structure (temp bool)
0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp int)
0:? 'a' (layout(location=0 ) out int)
0:21 a: direct index for structure (temp int)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 0 (const int)
0:21 move second child to first child (temp float)
0:? 'b' (layout(location=1 ) out float)
0:21 b: direct index for structure (temp float)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 1 (const int)
0:21 move second child to first child (temp bool)
0:? 'c' (layout(location=2 ) out bool)
0:21 c: direct index for structure (temp bool)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 2 (const int)
0:21 move second child to first child (temp 4-component vector of float)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:21 v: direct index for structure (temp 4-component vector of float)
0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:21 Constant:
0:21 3 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'a' (layout(location=0 ) out int)
0:? 'b' (layout(location=1 ) out float)
0:? 'c' (layout(location=2 ) out bool)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'gv' (global 4-component vector of float)
0:? 'gfa' (global 3-element array of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 66
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 45 50 56 60 65
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 9 "gv"
Name 17 "gfa"
Name 21 "outs"
MemberName 21(outs) 0 "a"
MemberName 21(outs) 1 "b"
MemberName 21(outs) 2 "c"
MemberName 21(outs) 3 "v"
Name 23 "o2"
Name 28 "o4"
Name 37 "o1"
Name 45 "a"
Name 50 "b"
Name 56 "c"
Name 60 "v"
Name 65 "input"
Decorate 45(a) Location 0
Decorate 50(b) Location 1
Decorate 56(c) Location 2
Decorate 60(v) Location 3
Decorate 65(input) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Private 7(fvec4)
9(gv): 8(ptr) Variable Private
10: 6(float) Constant 0
11: 6(float) Constant 1065353216
12: 7(fvec4) ConstantComposite 10 10 11 10
13: TypeInt 32 0
14: 13(int) Constant 3
15: TypeArray 6(float) 14
16: TypePointer Private 15
17(gfa): 16(ptr) Variable Private
18: 15 ConstantComposite 10 10 10
19: TypeInt 32 1
20: TypeBool
21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4)
22: TypePointer Function 21(outs)
24: 19(int) Constant 3
25: 20(bool) ConstantFalse
26: 7(fvec4) ConstantComposite 10 10 10 10
27: 21(outs) ConstantComposite 24 10 25 26
30: 19(int) Constant 2
31: TypePointer Private 6(float)
35: TypePointer Function 7(fvec4)
38: 19(int) Constant 0
39: 21(outs) ConstantComposite 38 10 25 26
40: TypePointer Function 20(bool)
44: TypePointer Output 19(int)
45(a): 44(ptr) Variable Output
46: TypePointer Function 19(int)
49: TypePointer Output 6(float)
50(b): 49(ptr) Variable Output
51: 19(int) Constant 1
52: TypePointer Function 6(float)
55: TypePointer Output 20(bool)
56(c): 55(ptr) Variable Output
59: TypePointer Output 7(fvec4)
60(v): 59(ptr) Variable Output
64: TypePointer Input 7(fvec4)
65(input): 64(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
23(o2): 22(ptr) Variable Function
28(o4): 22(ptr) Variable Function
37(o1): 22(ptr) Variable Function
Store 9(gv) 12
Store 17(gfa) 18
Store 23(o2) 27
29: 7(fvec4) Load 9(gv)
32: 31(ptr) AccessChain 17(gfa) 30
33: 6(float) Load 32
34: 7(fvec4) VectorTimesScalar 29 33
36: 35(ptr) AccessChain 28(o4) 24
Store 36 34
Store 37(o1) 39
41: 40(ptr) AccessChain 37(o1) 30
42: 20(bool) Load 41
43: 40(ptr) AccessChain 28(o4) 30
Store 43 42
47: 46(ptr) AccessChain 28(o4) 38
48: 19(int) Load 47
Store 45(a) 48
53: 52(ptr) AccessChain 28(o4) 51
54: 6(float) Load 53
Store 50(b) 54
57: 40(ptr) AccessChain 28(o4) 30
58: 20(bool) Load 57
Store 56(c) 58
61: 35(ptr) AccessChain 28(o4) 24
62: 7(fvec4) Load 61
Store 60(v) 62
Return
FunctionEnd