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

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Executable File

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; (global 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:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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)
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; (global 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:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 52
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51
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 "myS"
MemberName 34(myS) 0 "b"
MemberName 34(myS) 1 "c"
MemberName 34(myS) 2 "a"
MemberName 34(myS) 3 "d"
Name 36 "s1"
Name 39 "ff5"
Name 40 "ff6"
Name 41 "a"
Name 43 "b"
Name 45 "c"
Name 48 "d"
Name 49 "ff1"
Name 50 "ff2"
Name 51 "ff3"
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 39(ff5) Offset 20
Decorate 39(ff5) Binding 5
Decorate 40(ff6) Offset 36
Decorate 40(ff6) Binding 8
Decorate 41(a) Location 1
Decorate 43(b) Flat
Decorate 43(b) Location 2
Decorate 45(c) NoPerspective
Decorate 45(c) Centroid
Decorate 45(c) Location 3
Decorate 48(d) Centroid
Decorate 48(d) Location 4
Decorate 49(ff1) BuiltIn FrontFacing
Decorate 50(ff2) Offset 4
Decorate 50(ff2) Location 5
Decorate 51(ff3) Offset 4
Decorate 51(ff3) Location 6
Decorate 51(ff3) Binding 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(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
35: TypePointer Private 34(myS)
36(s1): 35(ptr) Variable Private
37: TypeVector 17(float) 3
38: TypePointer Private 37(fvec3)
39(ff5): 38(ptr) Variable Private
40(ff6): 38(ptr) Variable Private
41(a): 24(ptr) Variable Input
42: TypePointer Input 6(bool)
43(b): 42(ptr) Variable Input
44: TypePointer Input 17(float)
45(c): 44(ptr) Variable Input
46: TypeVector 17(float) 2
47: TypePointer Input 46(fvec2)
48(d): 47(ptr) Variable Input
49(ff1): 42(ptr) Variable Input
50(ff2): 42(ptr) Variable Input
51(ff3): 42(ptr) Variable Input
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