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-rw-r--r--Test/baseResults/hlsl.promote.binary.frag.out280
1 files changed, 280 insertions, 0 deletions
diff --git a/Test/baseResults/hlsl.promote.binary.frag.out b/Test/baseResults/hlsl.promote.binary.frag.out
new file mode 100644
index 00000000..2c7425e1
--- /dev/null
+++ b/Test/baseResults/hlsl.promote.binary.frag.out
@@ -0,0 +1,280 @@
+hlsl.promote.binary.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
+0:14 Function Parameters:
+0:? Sequence
+0:15 mod (temp float)
+0:15 Convert int to float (temp float)
+0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:15 Constant:
+0:15 2 (const uint)
+0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:15 Constant:
+0:15 4 (const uint)
+0:16 mod (temp 4-component vector of float)
+0:16 Convert int to float (temp 4-component vector of float)
+0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:16 Constant:
+0:16 3 (const uint)
+0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:16 Constant:
+0:16 5 (const uint)
+0:18 mod (temp float)
+0:18 Convert bool to float (temp float)
+0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:18 Constant:
+0:18 4 (const uint)
+0:19 mod (temp 4-component vector of float)
+0:19 Convert bool to float (temp 4-component vector of float)
+0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:19 Constant:
+0:19 1 (const uint)
+0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:19 Constant:
+0:19 5 (const uint)
+0:21 Sequence
+0:21 move second child to first child (temp int)
+0:21 'l_int' (temp int)
+0:21 Constant:
+0:21 1 (const int)
+0:22 mod second child into first child (temp int)
+0:22 'l_int' (temp int)
+0:22 Convert float to int (temp int)
+0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:22 Constant:
+0:22 4 (const uint)
+0:25 move second child to first child (temp 4-component vector of float)
+0:25 Color: direct index for structure (temp 4-component vector of float)
+0:25 'psout' (temp structure{temp 4-component vector of float Color})
+0:25 Constant:
+0:25 0 (const int)
+0:25 Constant:
+0:25 0.000000
+0:25 0.000000
+0:25 0.000000
+0:25 0.000000
+0:26 Sequence
+0:26 Sequence
+0:26 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:26 Color: direct index for structure (temp 4-component vector of float)
+0:26 'psout' (temp structure{temp 4-component vector of float Color})
+0:26 Constant:
+0:26 0 (const int)
+0:26 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color})
+0:14 Function Parameters:
+0:? Sequence
+0:15 mod (temp float)
+0:15 Convert int to float (temp float)
+0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:15 Constant:
+0:15 2 (const uint)
+0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:15 Constant:
+0:15 4 (const uint)
+0:16 mod (temp 4-component vector of float)
+0:16 Convert int to float (temp 4-component vector of float)
+0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:16 Constant:
+0:16 3 (const uint)
+0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:16 Constant:
+0:16 5 (const uint)
+0:18 mod (temp float)
+0:18 Convert bool to float (temp float)
+0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:18 Constant:
+0:18 0 (const uint)
+0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:18 Constant:
+0:18 4 (const uint)
+0:19 mod (temp 4-component vector of float)
+0:19 Convert bool to float (temp 4-component vector of float)
+0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:19 Constant:
+0:19 1 (const uint)
+0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
+0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:19 Constant:
+0:19 5 (const uint)
+0:21 Sequence
+0:21 move second child to first child (temp int)
+0:21 'l_int' (temp int)
+0:21 Constant:
+0:21 1 (const int)
+0:22 mod second child into first child (temp int)
+0:22 'l_int' (temp int)
+0:22 Convert float to int (temp int)
+0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
+0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+0:22 Constant:
+0:22 4 (const uint)
+0:25 move second child to first child (temp 4-component vector of float)
+0:25 Color: direct index for structure (temp 4-component vector of float)
+0:25 'psout' (temp structure{temp 4-component vector of float Color})
+0:25 Constant:
+0:25 0 (const int)
+0:25 Constant:
+0:25 0.000000
+0:25 0.000000
+0:25 0.000000
+0:25 0.000000
+0:26 Sequence
+0:26 Sequence
+0:26 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:26 Color: direct index for structure (temp 4-component vector of float)
+0:26 'psout' (temp structure{temp 4-component vector of float Color})
+0:26 Constant:
+0:26 0 (const int)
+0:26 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 78
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 74
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 12 "$Global"
+ MemberName 12($Global) 0 "bval"
+ MemberName 12($Global) 1 "bval4"
+ MemberName 12($Global) 2 "ival"
+ MemberName 12($Global) 3 "ival4"
+ MemberName 12($Global) 4 "fval"
+ MemberName 12($Global) 5 "fval4"
+ Name 14 ""
+ Name 62 "l_int"
+ Name 68 "PS_OUTPUT"
+ MemberName 68(PS_OUTPUT) 0 "Color"
+ Name 70 "psout"
+ Name 74 "Color"
+ MemberDecorate 12($Global) 0 Offset 0
+ MemberDecorate 12($Global) 1 Offset 16
+ MemberDecorate 12($Global) 2 Offset 32
+ MemberDecorate 12($Global) 3 Offset 48
+ MemberDecorate 12($Global) 4 Offset 64
+ MemberDecorate 12($Global) 5 Offset 80
+ Decorate 12($Global) Block
+ Decorate 14 DescriptorSet 0
+ Decorate 74(Color) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeInt 32 0
+ 7: TypeVector 6(int) 4
+ 8: TypeInt 32 1
+ 9: TypeVector 8(int) 4
+ 10: TypeFloat 32
+ 11: TypeVector 10(float) 4
+ 12($Global): TypeStruct 6(int) 7(ivec4) 8(int) 9(ivec4) 10(float) 11(fvec4)
+ 13: TypePointer Uniform 12($Global)
+ 14: 13(ptr) Variable Uniform
+ 15: 8(int) Constant 2
+ 16: TypePointer Uniform 8(int)
+ 20: 8(int) Constant 4
+ 21: TypePointer Uniform 10(float)
+ 25: 8(int) Constant 3
+ 26: TypePointer Uniform 9(ivec4)
+ 30: 8(int) Constant 5
+ 31: TypePointer Uniform 11(fvec4)
+ 35: 8(int) Constant 0
+ 36: TypePointer Uniform 6(int)
+ 39: TypeBool
+ 40: 6(int) Constant 0
+ 42: 10(float) Constant 0
+ 43: 10(float) Constant 1065353216
+ 48: 8(int) Constant 1
+ 49: TypePointer Uniform 7(ivec4)
+ 52: TypeVector 39(bool) 4
+ 53: 7(ivec4) ConstantComposite 40 40 40 40
+ 55: 11(fvec4) ConstantComposite 42 42 42 42
+ 56: 11(fvec4) ConstantComposite 43 43 43 43
+ 61: TypePointer Function 8(int)
+ 68(PS_OUTPUT): TypeStruct 11(fvec4)
+ 69: TypePointer Function 68(PS_OUTPUT)
+ 71: TypePointer Function 11(fvec4)
+ 73: TypePointer Output 11(fvec4)
+ 74(Color): 73(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 62(l_int): 61(ptr) Variable Function
+ 70(psout): 69(ptr) Variable Function
+ 17: 16(ptr) AccessChain 14 15
+ 18: 8(int) Load 17
+ 19: 10(float) ConvertSToF 18
+ 22: 21(ptr) AccessChain 14 20
+ 23: 10(float) Load 22
+ 24: 10(float) FMod 19 23
+ 27: 26(ptr) AccessChain 14 25
+ 28: 9(ivec4) Load 27
+ 29: 11(fvec4) ConvertSToF 28
+ 32: 31(ptr) AccessChain 14 30
+ 33: 11(fvec4) Load 32
+ 34: 11(fvec4) FMod 29 33
+ 37: 36(ptr) AccessChain 14 35
+ 38: 6(int) Load 37
+ 41: 39(bool) INotEqual 38 40
+ 44: 10(float) Select 41 43 42
+ 45: 21(ptr) AccessChain 14 20
+ 46: 10(float) Load 45
+ 47: 10(float) FMod 44 46
+ 50: 49(ptr) AccessChain 14 48
+ 51: 7(ivec4) Load 50
+ 54: 52(bvec4) INotEqual 51 53
+ 57: 11(fvec4) Select 54 56 55
+ 58: 31(ptr) AccessChain 14 30
+ 59: 11(fvec4) Load 58
+ 60: 11(fvec4) FMod 57 59
+ Store 62(l_int) 48
+ 63: 21(ptr) AccessChain 14 20
+ 64: 10(float) Load 63
+ 65: 8(int) ConvertFToS 64
+ 66: 8(int) Load 62(l_int)
+ 67: 8(int) SMod 66 65
+ Store 62(l_int) 67
+ 72: 71(ptr) AccessChain 70(psout) 35
+ Store 72 55
+ 75: 71(ptr) AccessChain 70(psout) 35
+ 76: 11(fvec4) Load 75
+ Store 74(Color) 76
+ Return
+ FunctionEnd