glslang/Test/baseResults/hlsl.float4.frag.out
John Kessenich d3f1122a44 Whole stack: Fix stale types in the AST linker object nodes, fixing #557.
Rationalizes the entire tracking of the linker object nodes, effecting
GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before
their type snapshot for linker objects.

Should only effect things when the rest of the AST contained no reference to
the symbol, because normal AST nodes were not stale. Also will only effect such
objects when their types were edited.
2016-11-05 10:22:33 -06:00

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hlsl.float4.frag
WARNING: 0:5: 'register' : ignoring shader_profile
WARNING: 0:6: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 26
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction"
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 15 "$Global"
MemberName 15($Global) 0 "AmbientColor"
MemberName 15($Global) 1 "ff1"
MemberName 15($Global) 2 "ff2"
MemberName 15($Global) 3 "ff3"
MemberName 15($Global) 4 "ff4"
Name 17 ""
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 16
MemberDecorate 15($Global) 1 BuiltIn FrontFacing
MemberDecorate 15($Global) 2 Offset 20
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
14: TypeInt 32 0
15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: TypeInt 32 1
19: 18(int) Constant 0
20: TypePointer Uniform 7(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
FunctionEnd
11(ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
13: 7(fvec4) Load 10(input)
21: 20(ptr) AccessChain 17 19
22: 7(fvec4) Load 21
23: 7(fvec4) FMul 13 22
ReturnValue 23
FunctionEnd