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

526 lines
23 KiB
Plaintext
Executable File

hlsl.partialInit.frag
WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
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
0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Parameters:
0:18 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:19 Sequence
0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 3 (const int)
0:19 0.000000
0:19 false (const bool)
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:21 move second child to first child (temp 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 vector-scale (temp 4-component vector of float)
0:21 'gv' (global 4-component vector of float)
0:21 direct index (temp float)
0:21 'gfa' (global 3-element array of float)
0:21 Constant:
0:21 2 (const int)
0:22 Sequence
0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 Constant:
0:22 0 (const int)
0:22 0.000000
0:22 false (const bool)
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:23 Sequence
0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 Constant:
0:23 0 (const int)
0:23 0.000000
0:23 false (const bool)
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 Constant:
0:24 0 (const int)
0:24 0.000000
0:24 false (const bool)
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:25 move second child to first child (temp bool)
0:25 c: direct index for structure (temp bool)
0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:25 c: direct index for structure (temp bool)
0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:26 Sequence
0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 Constant:
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0 (const int)
0:26 0.000000
0:26 false (const bool)
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 false (const bool)
0:28 Sequence
0:28 move second child to first child (temp 4-element array of 2-component vector of float)
0:28 'gf2a' (temp 4-element array of 2-component vector of float)
0:28 Constant:
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 'cgi' (temp int)
0:29 Constant:
0:29 0 (const int)
0:30 move second child to first child (temp float)
0:30 b: direct index for structure (temp float)
0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:30 Constant:
0:30 1 (const int)
0:30 component-wise multiply (temp float)
0:30 direct index (temp float)
0:30 direct index (temp 2-component vector of float)
0:30 'gf2a' (temp 4-element array of 2-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 Convert int to float (temp float)
0:30 'cgi' (temp int)
0:32 Sequence
0:32 Sequence
0:32 move second child to first child (temp int)
0:? 'a' (layout(location=0 ) out int)
0:32 a: direct index for structure (temp int)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 0 (const int)
0:32 move second child to first child (temp float)
0:? 'b' (layout(location=1 ) out float)
0:32 b: direct index for structure (temp float)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 1 (const int)
0:32 move second child to first child (temp bool)
0:? 'c' (layout(location=2 ) out bool)
0:32 c: direct index for structure (temp bool)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 2 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:32 v: direct index for structure (temp 4-component vector of float)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 3 (const int)
0:32 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)
0:? 'cgf2a' (const 3-element array of 2-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'ci' (const int)
0:? 0 (const int)
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
0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Function Parameters:
0:18 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:19 Sequence
0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:19 Constant:
0:19 3 (const int)
0:19 0.000000
0:19 false (const bool)
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:19 0.000000
0:21 move second child to first child (temp 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 vector-scale (temp 4-component vector of float)
0:21 'gv' (global 4-component vector of float)
0:21 direct index (temp float)
0:21 'gfa' (global 3-element array of float)
0:21 Constant:
0:21 2 (const int)
0:22 Sequence
0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:22 Constant:
0:22 0 (const int)
0:22 0.000000
0:22 false (const bool)
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:22 0.000000
0:23 Sequence
0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:23 Constant:
0:23 0 (const int)
0:23 0.000000
0:23 false (const bool)
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:24 Constant:
0:24 0 (const int)
0:24 0.000000
0:24 false (const bool)
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:24 0.000000
0:25 move second child to first child (temp bool)
0:25 c: direct index for structure (temp bool)
0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:25 c: direct index for structure (temp bool)
0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:25 Constant:
0:25 2 (const int)
0:26 Sequence
0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b})
0:26 Constant:
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0 (const int)
0:26 0.000000
0:26 false (const bool)
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 0.000000
0:26 false (const bool)
0:28 Sequence
0:28 move second child to first child (temp 4-element array of 2-component vector of float)
0:28 'gf2a' (temp 4-element array of 2-component vector of float)
0:28 Constant:
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:28 0.000000
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 'cgi' (temp int)
0:29 Constant:
0:29 0 (const int)
0:30 move second child to first child (temp float)
0:30 b: direct index for structure (temp float)
0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:30 Constant:
0:30 1 (const int)
0:30 component-wise multiply (temp float)
0:30 direct index (temp float)
0:30 direct index (temp 2-component vector of float)
0:30 'gf2a' (temp 4-element array of 2-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 Convert int to float (temp float)
0:30 'cgi' (temp int)
0:32 Sequence
0:32 Sequence
0:32 move second child to first child (temp int)
0:? 'a' (layout(location=0 ) out int)
0:32 a: direct index for structure (temp int)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 0 (const int)
0:32 move second child to first child (temp float)
0:? 'b' (layout(location=1 ) out float)
0:32 b: direct index for structure (temp float)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 1 (const int)
0:32 move second child to first child (temp bool)
0:? 'c' (layout(location=2 ) out bool)
0:32 c: direct index for structure (temp bool)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 2 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:? 'v' (layout(location=3 ) out 4-component vector of float)
0:32 v: direct index for structure (temp 4-component vector of float)
0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:32 Constant:
0:32 3 (const int)
0:32 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)
0:? 'cgf2a' (const 3-element array of 2-component vector of float)
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 'ci' (const int)
0:? 0 (const int)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 92
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 72 76 80 84 89
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 40 "o3"
Name 47 "Nest"
MemberName 47(Nest) 0 "m"
MemberName 47(Nest) 1 "os"
MemberName 47(Nest) 2 "b"
Name 49 "nest"
Name 57 "gf2a"
Name 61 "cgi"
Name 72 "a"
Name 76 "b"
Name 80 "c"
Name 84 "v"
Name 89 "input"
Decorate 72(a) Location 0
Decorate 76(b) Location 1
Decorate 80(c) Location 2
Decorate 84(v) Location 3
Decorate 89(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
41: TypePointer Function 20(bool)
45: TypeVector 6(float) 3
46: TypeMatrix 45(fvec3) 4
47(Nest): TypeStruct 46 21(outs) 20(bool)
48: TypePointer Function 47(Nest)
50: 45(fvec3) ConstantComposite 10 10 10
51: 46 ConstantComposite 50 50 50 50
52: 47(Nest) ConstantComposite 51 39 25
53: TypeVector 6(float) 2
54: 13(int) Constant 4
55: TypeArray 53(fvec2) 54
56: TypePointer Function 55
58: 53(fvec2) ConstantComposite 10 10
59: 55 ConstantComposite 58 58 58 58
60: TypePointer Function 19(int)
62: 19(int) Constant 1
63: 13(int) Constant 1
64: TypePointer Function 6(float)
71: TypePointer Output 19(int)
72(a): 71(ptr) Variable Output
75: TypePointer Output 6(float)
76(b): 75(ptr) Variable Output
79: TypePointer Output 20(bool)
80(c): 79(ptr) Variable Output
83: TypePointer Output 7(fvec4)
84(v): 83(ptr) Variable Output
88: TypePointer Input 7(fvec4)
89(input): 88(ptr) Variable Input
90: TypeArray 53(fvec2) 14
91: 90 ConstantComposite 58 58 58
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
40(o3): 22(ptr) Variable Function
49(nest): 48(ptr) Variable Function
57(gf2a): 56(ptr) Variable Function
61(cgi): 60(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
Store 40(o3) 39
Store 28(o4) 39
42: 41(ptr) AccessChain 37(o1) 30
43: 20(bool) Load 42
44: 41(ptr) AccessChain 28(o4) 30
Store 44 43
Store 49(nest) 52
Store 57(gf2a) 59
Store 61(cgi) 38
65: 64(ptr) AccessChain 57(gf2a) 30 63
66: 6(float) Load 65
67: 19(int) Load 61(cgi)
68: 6(float) ConvertSToF 67
69: 6(float) FMul 66 68
70: 64(ptr) AccessChain 28(o4) 62
Store 70 69
73: 60(ptr) AccessChain 28(o4) 38
74: 19(int) Load 73
Store 72(a) 74
77: 64(ptr) AccessChain 28(o4) 62
78: 6(float) Load 77
Store 76(b) 78
81: 41(ptr) AccessChain 28(o4) 30
82: 20(bool) Load 81
Store 80(c) 82
85: 35(ptr) AccessChain 28(o4) 24
86: 7(fvec4) Load 85
Store 84(v) 86
Return
FunctionEnd