glslang/Test/baseResults/hlsl.struct.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

197 lines
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hlsl.struct.frag
WARNING: 0:26: 'register' : ignoring shader_profile
WARNING: 0:27: 'register' : ignoring shader_profile
WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
0:? 'ff1' (in bool Face)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
0:? 'ff1' (in bool Face)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 50
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 34 36 38 41 42 43 44
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 "ff4"
Name 30 "@entryPointOutput"
Name 31 "input"
Name 34 "a"
Name 36 "b"
Name 38 "c"
Name 41 "d"
Name 42 "ff1"
Name 43 "ff2"
Name 44 "ff3"
Name 46 "myS"
MemberName 46(myS) 0 "b"
MemberName 46(myS) 1 "c"
MemberName 46(myS) 2 "a"
MemberName 46(myS) 3 "d"
Name 47 "$Global"
MemberName 47($Global) 0 "s1"
MemberName 47($Global) 1 "ff5"
MemberName 47($Global) 2 "ff6"
Name 49 ""
Decorate 25(ff4) Offset 4
Decorate 25(ff4) Location 7
Decorate 25(ff4) Binding 0
Decorate 30(@entryPointOutput) Location 0
Decorate 31(input) Location 0
Decorate 34(a) Location 1
Decorate 36(b) Flat
Decorate 36(b) Location 2
Decorate 38(c) NoPerspective
Decorate 38(c) Centroid
Decorate 38(c) Location 3
Decorate 41(d) Centroid
Decorate 41(d) Location 4
Decorate 42(ff1) BuiltIn FrontFacing
Decorate 43(ff2) Offset 4
Decorate 43(ff2) Location 5
Decorate 44(ff3) Offset 4
Decorate 44(ff3) Location 6
Decorate 44(ff3) Binding 0
MemberDecorate 46(myS) 0 Offset 0
MemberDecorate 46(myS) 1 Offset 4
MemberDecorate 46(myS) 2 Offset 16
MemberDecorate 46(myS) 3 Offset 32
MemberDecorate 47($Global) 0 Offset 0
MemberDecorate 47($Global) 1 Offset 1620
MemberDecorate 47($Global) 2 Offset 1636
Decorate 47($Global) Block
Decorate 49 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 3
8(FS): TypeStruct 7(bvec3)
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypeStruct 18(fvec4)
20: TypePointer Private 19(struct)
21(s2): 20(ptr) Variable Private
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypePointer Input 18(fvec4)
25(ff4): 24(ptr) Variable Input
27: TypePointer Private 18(fvec4)
29: TypePointer Output 18(fvec4)
30(@entryPointOutput): 29(ptr) Variable Output
31(input): 24(ptr) Variable Input
34(a): 24(ptr) Variable Input
35: TypePointer Input 6(bool)
36(b): 35(ptr) Variable Input
37: TypePointer Input 17(float)
38(c): 37(ptr) Variable Input
39: TypeVector 17(float) 2
40: TypePointer Input 39(fvec2)
41(d): 40(ptr) Variable Input
42(ff1): 35(ptr) Variable Input
43(ff2): 35(ptr) Variable Input
44(ff3): 35(ptr) Variable Input
45: TypeInt 32 0
46(myS): TypeStruct 45(int) 45(int) 18(fvec4) 18(fvec4)
47($Global): TypeStruct 46(myS) 17(float) 17(float)
48: TypePointer Uniform 47($Global)
49: 48(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
11: 8(FS) Load 10(s3)
12: 8(FS) Load 10(s3)
13: 7(bvec3) CompositeExtract 11 0
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
26: 18(fvec4) Load 25(ff4)
28: 27(ptr) AccessChain 21(s2) 23
Store 28 26
32: 18(fvec4) Load 31(input)
Store 30(@entryPointOutput) 32
Return
FunctionEnd