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

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Executable File

hlsl.array.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:10 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:10 Function Parameters:
0:10 'i' ( in int)
0:10 'input' ( in 3-element array of 4-component vector of float)
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 10-element array of 4-component vector of float)
0:11 'b' ( temp 10-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 10-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:12 Branch: Return with expression
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 direct index ( temp 4-component vector of float)
0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 0 (const uint)
0:12 Constant:
0:12 1 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 0 (const uint)
0:12 'i' ( in int)
0:12 direct index ( temp 4-component vector of float)
0:12 'input' ( in 3-element array of 4-component vector of float)
0:12 Constant:
0:12 2 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 'input' ( in 3-element array of 4-component vector of float)
0:12 'i' ( in int)
0:12 direct index ( temp 4-component vector of float)
0:12 'b' ( temp 10-element array of 4-component vector of float)
0:12 Constant:
0:12 5 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 'b' ( temp 10-element array of 4-component vector of float)
0:12 'i' ( in int)
0:12 indirect index ( temp 4-component vector of float)
0:12 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:12 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:12 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 1 (const uint)
0:12 'i' ( in int)
0:12 Constant:
0:12 0 (const int)
0:12 'i' ( in int)
0:10 Function Definition: PixelShaderFunction( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp int)
0:? 'i' ( temp int)
0:? 'i' (layout( location=0) flat in int)
0:10 move second child to first child ( temp 3-element array of 4-component vector of float)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:10 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? 'C' ( global 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) flat in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:10 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:10 Function Parameters:
0:10 'i' ( in int)
0:10 'input' ( in 3-element array of 4-component vector of float)
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 10-element array of 4-component vector of float)
0:11 'b' ( temp 10-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 10-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:12 Branch: Return with expression
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 direct index ( temp 4-component vector of float)
0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 0 (const uint)
0:12 Constant:
0:12 1 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 0 (const uint)
0:12 'i' ( in int)
0:12 direct index ( temp 4-component vector of float)
0:12 'input' ( in 3-element array of 4-component vector of float)
0:12 Constant:
0:12 2 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 'input' ( in 3-element array of 4-component vector of float)
0:12 'i' ( in int)
0:12 direct index ( temp 4-component vector of float)
0:12 'b' ( temp 10-element array of 4-component vector of float)
0:12 Constant:
0:12 5 (const int)
0:12 indirect index ( temp 4-component vector of float)
0:12 'b' ( temp 10-element array of 4-component vector of float)
0:12 'i' ( in int)
0:12 indirect index ( temp 4-component vector of float)
0:12 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:12 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:12 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:12 Constant:
0:12 1 (const uint)
0:12 'i' ( in int)
0:12 Constant:
0:12 0 (const int)
0:12 'i' ( in int)
0:10 Function Definition: PixelShaderFunction( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 move second child to first child ( temp int)
0:? 'i' ( temp int)
0:? 'i' (layout( location=0) flat in int)
0:10 move second child to first child ( temp 3-element array of 4-component vector of float)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:10 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? 'C' ( global 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) flat in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 99
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 86 90 93
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 17 "@PixelShaderFunction(i1;vf4[3];"
Name 15 "i"
Name 16 "input"
Name 20 "C"
Name 29 "b"
Name 45 ""
MemberName 45 0 "m"
Name 48 "$Global"
MemberName 48($Global) 0 "a"
MemberName 48($Global) 1 "s"
Name 50 ""
Name 84 "i"
Name 86 "i"
Name 88 "input"
Name 90 "input"
Name 93 "@entryPointOutput"
Name 94 "param"
Name 96 "param"
Decorate 42 ArrayStride 16
Decorate 44 ArrayStride 16
MemberDecorate 45 0 Offset 0
Decorate 47 ArrayStride 112
MemberDecorate 48($Global) 0 Offset 0
MemberDecorate 48($Global) 1 Offset 64
Decorate 48($Global) Block
Decorate 50 DescriptorSet 0
Decorate 86(i) Flat
Decorate 86(i) Location 0
Decorate 90(input) Location 1
Decorate 93(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Function 6(int)
8: TypeFloat 32
9: TypeVector 8(float) 4
10: TypeInt 32 0
11: 10(int) Constant 3
12: TypeArray 9(fvec4) 11
13: TypePointer Function 12
14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
19: TypePointer Private 9(fvec4)
20(C): 19(ptr) Variable Private
21: 8(float) Constant 1065353216
22: 8(float) Constant 1073741824
23: 8(float) Constant 1077936128
24: 8(float) Constant 1082130432
25: 9(fvec4) ConstantComposite 21 22 23 24
26: 10(int) Constant 10
27: TypeArray 9(fvec4) 26
28: TypePointer Function 27
41: 10(int) Constant 4
42: TypeArray 9(fvec4) 41
43: 10(int) Constant 7
44: TypeArray 9(fvec4) 43
45: TypeStruct 44
46: 10(int) Constant 11
47: TypeArray 45(struct) 46
48($Global): TypeStruct 42 47
49: TypePointer Uniform 48($Global)
50: 49(ptr) Variable Uniform
51: 6(int) Constant 0
52: 6(int) Constant 1
53: TypePointer Uniform 9(fvec4)
60: 6(int) Constant 2
61: TypePointer Function 9(fvec4)
69: 6(int) Constant 5
85: TypePointer Input 6(int)
86(i): 85(ptr) Variable Input
89: TypePointer Input 12
90(input): 89(ptr) Variable Input
92: TypePointer Output 9(fvec4)
93(@entryPointOutput): 92(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
84(i): 7(ptr) Variable Function
88(input): 13(ptr) Variable Function
94(param): 7(ptr) Variable Function
96(param): 13(ptr) Variable Function
Store 20(C) 25
87: 6(int) Load 86(i)
Store 84(i) 87
91: 12 Load 90(input)
Store 88(input) 91
95: 6(int) Load 84(i)
Store 94(param) 95
97: 12 Load 88(input)
Store 96(param) 97
98: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 94(param) 96(param)
Store 93(@entryPointOutput) 98
Return
FunctionEnd
17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14
15(i): 7(ptr) FunctionParameter
16(input): 13(ptr) FunctionParameter
18: Label
29(b): 28(ptr) Variable Function
30: 9(fvec4) Load 20(C)
31: 9(fvec4) Load 20(C)
32: 9(fvec4) Load 20(C)
33: 9(fvec4) Load 20(C)
34: 9(fvec4) Load 20(C)
35: 9(fvec4) Load 20(C)
36: 9(fvec4) Load 20(C)
37: 9(fvec4) Load 20(C)
38: 9(fvec4) Load 20(C)
39: 9(fvec4) Load 20(C)
40: 27 CompositeConstruct 30 31 32 33 34 35 36 37 38 39
Store 29(b) 40
54: 53(ptr) AccessChain 50 51 52
55: 9(fvec4) Load 54
56: 6(int) Load 15(i)
57: 53(ptr) AccessChain 50 51 56
58: 9(fvec4) Load 57
59: 9(fvec4) FAdd 55 58
62: 61(ptr) AccessChain 16(input) 60
63: 9(fvec4) Load 62
64: 9(fvec4) FAdd 59 63
65: 6(int) Load 15(i)
66: 61(ptr) AccessChain 16(input) 65
67: 9(fvec4) Load 66
68: 9(fvec4) FAdd 64 67
70: 61(ptr) AccessChain 29(b) 69
71: 9(fvec4) Load 70
72: 9(fvec4) FAdd 68 71
73: 6(int) Load 15(i)
74: 61(ptr) AccessChain 29(b) 73
75: 9(fvec4) Load 74
76: 9(fvec4) FAdd 72 75
77: 6(int) Load 15(i)
78: 6(int) Load 15(i)
79: 53(ptr) AccessChain 50 52 77 51 78
80: 9(fvec4) Load 79
81: 9(fvec4) FAdd 76 80
ReturnValue 81
FunctionEnd