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diff --git a/Test/baseResults/iomap.variableOutBlockIn.vert.out b/Test/baseResults/iomap.variableOutBlockIn.vert.out
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+++ b/Test/baseResults/iomap.variableOutBlockIn.vert.out
@@ -0,0 +1,236 @@
+iomap.variableOutBlockIn.vert
+Shader version: 440
+0:? Sequence
+0:6 Function Definition: main( ( global void)
+0:6 Function Parameters:
+0:8 Sequence
+0:8 move second child to first child ( temp 4-component vector of float)
+0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
+0:8 Constant:
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:9 move second child to first child ( temp 2-component vector of float)
+0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
+0:9 Constant:
+0:9 0.500000
+0:9 0.500000
+0:10 move second child to first child ( temp 4-component vector of float)
+0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:10 Constant:
+0:10 0 (const uint)
+0:10 Constant:
+0:10 1.000000
+0:10 1.000000
+0:10 1.000000
+0:10 1.000000
+0:? Linker Objects
+0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
+0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+
+iomap.variableOutBlockIn.frag
+Shader version: 440
+0:? Sequence
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp 4-component vector of float)
+0:12 'color' (layout( location=0) out 4-component vector of float)
+0:12 Construct vec4 ( temp 4-component vector of float)
+0:12 vector swizzle ( temp 2-component vector of float)
+0:12 a1: direct index for structure ( in 4-component vector of float)
+0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:12 Constant:
+0:12 0 (const uint)
+0:12 Sequence
+0:12 Constant:
+0:12 0 (const int)
+0:12 Constant:
+0:12 1 (const int)
+0:12 a2: direct index for structure ( in 2-component vector of float)
+0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:12 Constant:
+0:12 1 (const uint)
+0:? Linker Objects
+0:? 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:? 'color' (layout( location=0) out 4-component vector of float)
+
+
+Linked vertex stage:
+
+
+Linked fragment stage:
+
+
+Shader version: 440
+0:? Sequence
+0:6 Function Definition: main( ( global void)
+0:6 Function Parameters:
+0:8 Sequence
+0:8 move second child to first child ( temp 4-component vector of float)
+0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
+0:8 Constant:
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:9 move second child to first child ( temp 2-component vector of float)
+0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
+0:9 Constant:
+0:9 0.500000
+0:9 0.500000
+0:10 move second child to first child ( temp 4-component vector of float)
+0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:10 Constant:
+0:10 0 (const uint)
+0:10 Constant:
+0:10 1.000000
+0:10 1.000000
+0:10 1.000000
+0:10 1.000000
+0:? Linker Objects
+0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
+0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+Shader version: 440
+0:? Sequence
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp 4-component vector of float)
+0:12 'color' (layout( location=0) out 4-component vector of float)
+0:12 Construct vec4 ( temp 4-component vector of float)
+0:12 vector swizzle ( temp 2-component vector of float)
+0:12 a1: direct index for structure ( in 4-component vector of float)
+0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:12 Constant:
+0:12 0 (const uint)
+0:12 Sequence
+0:12 Constant:
+0:12 0 (const int)
+0:12 Constant:
+0:12 1 (const int)
+0:12 a2: direct index for structure ( in 2-component vector of float)
+0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:12 Constant:
+0:12 1 (const uint)
+0:? Linker Objects
+0:? 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
+0:? 'color' (layout( location=0) out 4-component vector of float)
+
+// Module Version 10000
+// Generated by (magic number): 8000a
+// Id's are bound by 29
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Vertex 4 "main" 9 14 22 27 28
+ Source GLSL 440
+ Name 4 "main"
+ Name 9 "a1"
+ Name 14 "a2"
+ Name 20 "gl_PerVertex"
+ MemberName 20(gl_PerVertex) 0 "gl_Position"
+ MemberName 20(gl_PerVertex) 1 "gl_PointSize"
+ MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
+ Name 22 ""
+ Name 27 "gl_VertexID"
+ Name 28 "gl_InstanceID"
+ Decorate 9(a1) Location 0
+ Decorate 14(a2) Location 1
+ MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
+ MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
+ MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
+ Decorate 20(gl_PerVertex) Block
+ Decorate 27(gl_VertexID) BuiltIn VertexId
+ Decorate 28(gl_InstanceID) BuiltIn InstanceId
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Output 7(fvec4)
+ 9(a1): 8(ptr) Variable Output
+ 10: 6(float) Constant 1065353216
+ 11: 7(fvec4) ConstantComposite 10 10 10 10
+ 12: TypeVector 6(float) 2
+ 13: TypePointer Output 12(fvec2)
+ 14(a2): 13(ptr) Variable Output
+ 15: 6(float) Constant 1056964608
+ 16: 12(fvec2) ConstantComposite 15 15
+ 17: TypeInt 32 0
+ 18: 17(int) Constant 1
+ 19: TypeArray 6(float) 18
+20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
+ 21: TypePointer Output 20(gl_PerVertex)
+ 22: 21(ptr) Variable Output
+ 23: TypeInt 32 1
+ 24: 23(int) Constant 0
+ 26: TypePointer Input 23(int)
+ 27(gl_VertexID): 26(ptr) Variable Input
+28(gl_InstanceID): 26(ptr) Variable Input
+ 4(main): 2 Function None 3
+ 5: Label
+ Store 9(a1) 11
+ Store 14(a2) 16
+ 25: 8(ptr) AccessChain 22 24
+ Store 25 11
+ Return
+ FunctionEnd
+// Module Version 10000
+// Generated by (magic number): 8000a
+// Id's are bound by 29
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 9 13
+ ExecutionMode 4 OriginLowerLeft
+ Source GLSL 440
+ Name 4 "main"
+ Name 9 "color"
+ Name 11 "Inputs"
+ MemberName 11(Inputs) 0 "a1"
+ MemberName 11(Inputs) 1 "a2"
+ Name 13 ""
+ Decorate 9(color) Location 0
+ Decorate 11(Inputs) Block
+ Decorate 13 Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Output 7(fvec4)
+ 9(color): 8(ptr) Variable Output
+ 10: TypeVector 6(float) 2
+ 11(Inputs): TypeStruct 7(fvec4) 10(fvec2)
+ 12: TypePointer Input 11(Inputs)
+ 13: 12(ptr) Variable Input
+ 14: TypeInt 32 1
+ 15: 14(int) Constant 0
+ 16: TypePointer Input 7(fvec4)
+ 20: 14(int) Constant 1
+ 21: TypePointer Input 10(fvec2)
+ 4(main): 2 Function None 3
+ 5: Label
+ 17: 16(ptr) AccessChain 13 15
+ 18: 7(fvec4) Load 17
+ 19: 10(fvec2) VectorShuffle 18 18 0 1
+ 22: 21(ptr) AccessChain 13 20
+ 23: 10(fvec2) Load 22
+ 24: 6(float) CompositeExtract 19 0
+ 25: 6(float) CompositeExtract 19 1
+ 26: 6(float) CompositeExtract 23 0
+ 27: 6(float) CompositeExtract 23 1
+ 28: 7(fvec4) CompositeConstruct 24 25 26 27
+ Store 9(color) 28
+ Return
+ FunctionEnd