diff options
Diffstat (limited to 'Test/baseResults/hlsl.promote.binary.frag.out')
-rw-r--r-- | Test/baseResults/hlsl.promote.binary.frag.out | 280 |
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 |