glslang/Test/baseResults/hlsl.struct.split.trivial.vert.out
steve-lunarg 132d331870 HLSL: struct splitting: assignments of hierarchical split types
This commit adds support for copying nested hierarchical types of split
types.  E.g, a struct of a struct containing both user and builtin interstage
IO variables.

When copying split types, if any subtree does NOT contain builtin interstage
IO, we can copy the whole subtree with one assignment, which saves a bunch
of AST verbosity for memberwise copies of that subtree.
2016-12-26 20:17:13 -07:00

109 lines
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hlsl.struct.split.trivial.vert
Shader version: 450
0:? Sequence
0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
0:16 Function Parameters:
0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
0:16 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:19 Pos: direct index for structure (temp 4-component vector of float)
0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:19 'Pos_loose' (in 4-component vector of float Position)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'Pos' (out 4-component vector of float Position)
0:21 Pos: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'Pos_loose' (in 4-component vector of float Position)
0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
Shader version: 450
0:? Sequence
0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos})
0:16 Function Parameters:
0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
0:16 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:19 Pos: direct index for structure (temp 4-component vector of float)
0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:19 'Pos_loose' (in 4-component vector of float Position)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'Pos' (out 4-component vector of float Position)
0:21 Pos: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'Pos_loose' (in 4-component vector of float Position)
0:? 'Pos' (out 4-component vector of float Position)
// 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 Vertex 4 "main" 14 16 22
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
Name 10 "vsout"
Name 14 "Pos_in"
Name 16 "Pos_loose"
Name 22 "Pos"
Decorate 14(Pos_in) BuiltIn Position
Decorate 16(Pos_loose) BuiltIn Position
Decorate 22(Pos) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(VS_OUTPUT): TypeStruct 7(fvec4)
9: TypePointer Function 8(VS_OUTPUT)
11: TypeInt 32 1
12: 11(int) Constant 0
13: TypePointer Input 7(fvec4)
14(Pos_in): 13(ptr) Variable Input
16(Pos_loose): 13(ptr) Variable Input
19: TypePointer Function 7(fvec4)
21: TypePointer Output 7(fvec4)
22(Pos): 21(ptr) Variable Output
4(main): 2 Function None 3
5: Label
10(vsout): 9(ptr) Variable Function
15: 7(fvec4) Load 14(Pos_in)
17: 7(fvec4) Load 16(Pos_loose)
18: 7(fvec4) FAdd 15 17
20: 19(ptr) AccessChain 10(vsout) 12
Store 20 18
23: 19(ptr) AccessChain 10(vsout) 12
24: 7(fvec4) Load 23
Store 22(Pos) 24
Return
FunctionEnd