glslang/Test/baseResults/hlsl.partialFlattenLocal.vert.out
Jeremy Hayes 6d5b40f051 Generate separate stores for partially swizzled memory stores
Full vector and fully specified vector swizzle stores are not affected by this change, only partial swizzles ie swizzles with fewer components than the vector being stored to.

Previously the vector being stored to loaded and any components not specified in the swizzle were used to create a full store to the vector.

While this change generates more SPIR-V instructions, it is necessary for correctness.

Fixes #2518.
2021-07-28 14:55:45 -06:00

381 lines
20 KiB
Plaintext

hlsl.partialFlattenLocal.vert
WARNING: AST will form illegal SPIR-V; need to transform to legalize
Shader version: 500
0:? Sequence
0:12 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:12 Function Parameters:
0:12 'pos' ( in 4-component vector of float)
0:? Sequence
0:14 move second child to first child ( temp texture2D)
0:14 tex: direct index for structure ( temp texture2D)
0:14 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:14 Constant:
0:14 0 (const int)
0:14 'tex' ( uniform texture2D)
0:15 move second child to first child ( temp 3-component vector of float)
0:15 direct index ( temp 3-component vector of float)
0:15 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:15 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
0:16 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:16 Constant:
0:16 2 (const int)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 0.000000
0:16 1.000000
0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:17 Constant:
0:17 3 (const int)
0:17 Constant:
0:17 1.000000
0:18 move second child to first child ( temp int)
0:18 n: direct index for structure ( temp int)
0:18 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:18 Constant:
0:18 4 (const int)
0:18 Constant:
0:18 3 (const int)
0:20 Sequence
0:20 move second child to first child ( temp int)
0:20 'i' ( temp int)
0:20 Constant:
0:20 0 (const int)
0:20 Loop with condition tested first
0:20 Loop Condition
0:20 Compare Less Than ( temp bool)
0:20 'i' ( temp int)
0:20 Constant:
0:20 1 (const int)
0:20 Loop Body
0:? Sequence
0:21 add second child into first child ( temp 2-component vector of float)
0:21 vector swizzle ( temp 2-component vector of float)
0:21 indirect index ( temp 3-component vector of float)
0:21 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:21 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:21 Constant:
0:21 1 (const int)
0:21 'i' ( temp int)
0:21 Sequence
0:21 Constant:
0:21 0 (const int)
0:21 Constant:
0:21 1 (const int)
0:21 indirect index ( temp 2-component vector of float)
0:21 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
0:21 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:21 Constant:
0:21 2 (const int)
0:21 'i' ( temp int)
0:20 Loop Terminal Expression
0:20 Pre-Increment ( temp int)
0:20 'i' ( temp int)
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:24 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:24 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float)
0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 Constant:
0:26 0.000000
0:12 Function Definition: main( ( temp void)
0:12 Function Parameters:
0:? Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:12 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:12 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'pos' (layout( location=0) in 4-component vector of float)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:12 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:12 Function Parameters:
0:12 'pos' ( in 4-component vector of float)
0:? Sequence
0:14 move second child to first child ( temp texture2D)
0:14 tex: direct index for structure ( temp texture2D)
0:14 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:14 Constant:
0:14 0 (const int)
0:14 'tex' ( uniform texture2D)
0:15 move second child to first child ( temp 3-component vector of float)
0:15 direct index ( temp 3-component vector of float)
0:15 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:15 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:15 Constant:
0:15 1 (const int)
0:15 Constant:
0:15 0 (const int)
0:15 Constant:
0:15 0.000000
0:15 0.000000
0:15 0.000000
0:16 move second child to first child ( temp 2-component vector of float)
0:16 direct index ( temp 2-component vector of float)
0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
0:16 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:16 Constant:
0:16 2 (const int)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 0.000000
0:16 1.000000
0:17 move second child to first child ( temp float)
0:17 x: direct index for structure ( temp float)
0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:17 Constant:
0:17 3 (const int)
0:17 Constant:
0:17 1.000000
0:18 move second child to first child ( temp int)
0:18 n: direct index for structure ( temp int)
0:18 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:18 Constant:
0:18 4 (const int)
0:18 Constant:
0:18 3 (const int)
0:20 Sequence
0:20 move second child to first child ( temp int)
0:20 'i' ( temp int)
0:20 Constant:
0:20 0 (const int)
0:20 Loop with condition tested first
0:20 Loop Condition
0:20 Compare Less Than ( temp bool)
0:20 'i' ( temp int)
0:20 Constant:
0:20 1 (const int)
0:20 Loop Body
0:? Sequence
0:21 add second child into first child ( temp 2-component vector of float)
0:21 vector swizzle ( temp 2-component vector of float)
0:21 indirect index ( temp 3-component vector of float)
0:21 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:21 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:21 Constant:
0:21 1 (const int)
0:21 'i' ( temp int)
0:21 Sequence
0:21 Constant:
0:21 0 (const int)
0:21 Constant:
0:21 1 (const int)
0:21 indirect index ( temp 2-component vector of float)
0:21 uv: direct index for structure ( temp 2-element array of 2-component vector of float)
0:21 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:21 Constant:
0:21 2 (const int)
0:21 'i' ( temp int)
0:20 Loop Terminal Expression
0:20 Pre-Increment ( temp int)
0:20 'i' ( temp int)
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:24 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:24 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:26 Branch: Return with expression
0:26 add ( temp 4-component vector of float)
0:26 'pos' ( in 4-component vector of float)
0:26 Construct vec4 ( temp 4-component vector of float)
0:26 direct index ( temp 3-component vector of float)
0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float)
0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 0 (const int)
0:26 Constant:
0:26 0.000000
0:12 Function Definition: main( ( temp void)
0:12 Function Parameters:
0:? Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' (layout( location=0) in 4-component vector of float)
0:12 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:12 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' ( out 4-component vector of float Position)
0:? 'pos' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 93
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 86 89
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "pos"
Name 22 "Packed"
MemberName 22(Packed) 0 "tex"
MemberName 22(Packed) 1 "pos"
MemberName 22(Packed) 2 "uv"
MemberName 22(Packed) 3 "x"
MemberName 22(Packed) 4 "n"
Name 24 "packed"
Name 27 "tex"
Name 47 "i"
Name 72 "packed2"
Name 84 "pos"
Name 86 "pos"
Name 89 "@entryPointOutput"
Name 90 "param"
Decorate 27(tex) DescriptorSet 0
Decorate 27(tex) Binding 0
Decorate 86(pos) Location 0
Decorate 89(@entryPointOutput) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypeImage 6(float) 2D sampled format:Unknown
14: TypeVector 6(float) 3
15: TypeInt 32 0
16: 15(int) Constant 3
17: TypeArray 14(fvec3) 16
18: TypeVector 6(float) 2
19: 15(int) Constant 2
20: TypeArray 18(fvec2) 19
21: TypeInt 32 1
22(Packed): TypeStruct 13 17 20 6(float) 21(int)
23: TypePointer Function 22(Packed)
25: 21(int) Constant 0
26: TypePointer UniformConstant 13
27(tex): 26(ptr) Variable UniformConstant
29: TypePointer Function 13
31: 21(int) Constant 1
32: 6(float) Constant 0
33: 14(fvec3) ConstantComposite 32 32 32
34: TypePointer Function 14(fvec3)
36: 21(int) Constant 2
37: 6(float) Constant 1065353216
38: 18(fvec2) ConstantComposite 32 37
39: TypePointer Function 18(fvec2)
41: 21(int) Constant 3
42: TypePointer Function 6(float)
44: 21(int) Constant 4
45: TypePointer Function 21(int)
54: TypeBool
64: 15(int) Constant 0
67: 15(int) Constant 1
85: TypePointer Input 7(fvec4)
86(pos): 85(ptr) Variable Input
88: TypePointer Output 7(fvec4)
89(@entryPointOutput): 88(ptr) Variable Output
4(main): 2 Function None 3
5: Label
84(pos): 8(ptr) Variable Function
90(param): 8(ptr) Variable Function
87: 7(fvec4) Load 86(pos)
Store 84(pos) 87
91: 7(fvec4) Load 84(pos)
Store 90(param) 91
92: 7(fvec4) FunctionCall 11(@main(vf4;) 90(param)
Store 89(@entryPointOutput) 92
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(pos): 8(ptr) FunctionParameter
12: Label
24(packed): 23(ptr) Variable Function
47(i): 45(ptr) Variable Function
72(packed2): 23(ptr) Variable Function
28: 13 Load 27(tex)
30: 29(ptr) AccessChain 24(packed) 25
Store 30 28
35: 34(ptr) AccessChain 24(packed) 31 25
Store 35 33
40: 39(ptr) AccessChain 24(packed) 36 25
Store 40 38
43: 42(ptr) AccessChain 24(packed) 41
Store 43 37
46: 45(ptr) AccessChain 24(packed) 44
Store 46 41
Store 47(i) 25
Branch 48
48: Label
LoopMerge 50 51 None
Branch 52
52: Label
53: 21(int) Load 47(i)
55: 54(bool) SLessThan 53 31
BranchConditional 55 49 50
49: Label
56: 21(int) Load 47(i)
57: 21(int) Load 47(i)
58: 39(ptr) AccessChain 24(packed) 36 57
59: 18(fvec2) Load 58
60: 34(ptr) AccessChain 24(packed) 31 56
61: 14(fvec3) Load 60
62: 18(fvec2) VectorShuffle 61 61 0 1
63: 18(fvec2) FAdd 62 59
65: 42(ptr) AccessChain 24(packed) 31 56 64
66: 6(float) CompositeExtract 63 0
Store 65 66
68: 42(ptr) AccessChain 24(packed) 31 56 67
69: 6(float) CompositeExtract 63 1
Store 68 69
Branch 51
51: Label
70: 21(int) Load 47(i)
71: 21(int) IAdd 70 31
Store 47(i) 71
Branch 48
50: Label
73: 22(Packed) Load 24(packed)
Store 72(packed2) 73
74: 7(fvec4) Load 10(pos)
75: 34(ptr) AccessChain 72(packed2) 31 25
76: 14(fvec3) Load 75
77: 6(float) CompositeExtract 76 0
78: 6(float) CompositeExtract 76 1
79: 6(float) CompositeExtract 76 2
80: 7(fvec4) CompositeConstruct 77 78 79 32
81: 7(fvec4) FAdd 74 80
ReturnValue 81
FunctionEnd