glslang/Test/baseResults/hlsl.promote.atomic.frag.out
John Kessenich 02467d8d94 HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master.

This also leads to a variety of other simplifications.
 - IO are global symbols, so only need one list of linkage nodes (deferred)
 - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized
 - several parts of splitting/flattening are now localized
2017-02-06 22:58:32 -07:00

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hlsl.promote.atomic.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( (temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp int)
0:13 'Orig' (temp int)
0:13 Convert uint to int (temp int)
0:13 imageAtomicAdd (temp uint)
0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:13 'Loc' (temp int)
0:13 Convert int to uint (temp uint)
0:13 'Inc' (temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Function Definition: main( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 Function Call: @main( (temp 4-component vector of float)
0:? Linker Objects
0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( (temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 move second child to first child (temp int)
0:13 'Orig' (temp int)
0:13 Convert uint to int (temp int)
0:13 imageAtomicAdd (temp uint)
0:13 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:13 'Loc' (temp int)
0:13 Convert int to uint (temp uint)
0:13 'Inc' (temp int)
0:15 Branch: Return with expression
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:5 Function Definition: main( (temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 Function Call: @main( (temp 4-component vector of float)
0:? Linker Objects
0:? 's_uintbuff' (layout(r32ui ) uniform uimageBuffer)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 36
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 34
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "@main("
Name 13 "Orig"
Name 17 "s_uintbuff"
Name 18 "Loc"
Name 20 "Inc"
Name 34 "@entryPointOutput"
Decorate 17(s_uintbuff) DescriptorSet 0
Decorate 34(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeInt 32 1
12: TypePointer Function 11(int)
14: TypeInt 32 0
15: TypeImage 14(int) Buffer nonsampled format:R32ui
16: TypePointer UniformConstant 15
17(s_uintbuff): 16(ptr) Variable UniformConstant
23: 14(int) Constant 0
24: TypePointer Image 14(int)
26: 14(int) Constant 1
29: 6(float) Constant 0
30: 7(fvec4) ConstantComposite 29 29 29 29
33: TypePointer Output 7(fvec4)
34(@entryPointOutput): 33(ptr) Variable Output
4(main): 2 Function None 3
5: Label
35: 7(fvec4) FunctionCall 9(@main()
Store 34(@entryPointOutput) 35
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
13(Orig): 12(ptr) Variable Function
18(Loc): 12(ptr) Variable Function
20(Inc): 12(ptr) Variable Function
19: 11(int) Load 18(Loc)
21: 11(int) Load 20(Inc)
22: 14(int) Bitcast 21
25: 24(ptr) ImageTexelPointer 17(s_uintbuff) 19 23
27: 14(int) AtomicIAdd 25 26 23 22
28: 11(int) Bitcast 27
Store 13(Orig) 28
ReturnValue 30
FunctionEnd