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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out199
1 files changed, 199 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out
new file mode 100644
index 00000000000..dbb2b5e1c46
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.buffer.frag.out
@@ -0,0 +1,199 @@
+hlsl.buffer.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
+0:30 Function Parameters:
+0:30 'input' (layout(location=0 ) in 4-component vector of float)
+0:? Sequence
+0:31 Sequence
+0:31 move second child to first child (temp 4-component vector of float)
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 'input' (layout(location=0 ) in 4-component vector of float)
+0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
+0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
+0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
+0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
+0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 Branch: Return
+0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
+0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
+0:30 Function Parameters:
+0:30 'input' (layout(location=0 ) in 4-component vector of float)
+0:? Sequence
+0:31 Sequence
+0:31 move second child to first child (temp 4-component vector of float)
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 add (temp 4-component vector of float)
+0:31 'input' (layout(location=0 ) in 4-component vector of float)
+0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
+0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
+0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
+0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
+0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+0:31 Constant:
+0:31 0 (const uint)
+0:31 Branch: Return
+0:? Linker Objects
+0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
+0:? 'input' (layout(location=0 ) in 4-component vector of float)
+0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
+0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
+0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
+0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 42
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "PixelShaderFunction" 9 11
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "PixelShaderFunction"
+ Name 9 "@entryPointOutput"
+ Name 11 "input"
+ Name 13 ""
+ MemberName 13 0 "v1"
+ Name 15 ""
+ Name 22 ""
+ MemberName 22 0 "v2"
+ Name 24 ""
+ Name 28 "cbufName"
+ MemberName 28(cbufName) 0 "v3"
+ MemberName 28(cbufName) 1 "i3"
+ Name 30 ""
+ Name 35 "tbufName"
+ MemberName 35(tbufName) 0 "v4"
+ MemberName 35(tbufName) 1 "i4"
+ MemberName 35(tbufName) 2 "f1"
+ MemberName 35(tbufName) 3 "f3"
+ MemberName 35(tbufName) 4 "f4"
+ MemberName 35(tbufName) 5 "f5"
+ MemberName 35(tbufName) 6 "f6"
+ MemberName 35(tbufName) 7 "f7"
+ MemberName 35(tbufName) 8 "m1"
+ MemberName 35(tbufName) 9 "m2"
+ MemberName 35(tbufName) 10 "m3"
+ MemberName 35(tbufName) 11 "m4"
+ Name 37 ""
+ Decorate 9(@entryPointOutput) Location 0
+ Decorate 11(input) Location 0
+ MemberDecorate 13 0 Offset 0
+ Decorate 13 Block
+ Decorate 15 DescriptorSet 0
+ MemberDecorate 22 0 Offset 0
+ Decorate 22 BufferBlock
+ Decorate 24 DescriptorSet 0
+ MemberDecorate 28(cbufName) 0 Offset 0
+ MemberDecorate 28(cbufName) 1 Offset 20
+ Decorate 28(cbufName) Block
+ Decorate 30 DescriptorSet 10
+ Decorate 30 Binding 2
+ MemberDecorate 35(tbufName) 0 Offset 16
+ MemberDecorate 35(tbufName) 1 Offset 48
+ MemberDecorate 35(tbufName) 2 Offset 60
+ MemberDecorate 35(tbufName) 3 Offset 64
+ MemberDecorate 35(tbufName) 4 Offset 68
+ MemberDecorate 35(tbufName) 5 Offset 72
+ MemberDecorate 35(tbufName) 6 Offset 76
+ MemberDecorate 35(tbufName) 7 Offset 80
+ MemberDecorate 35(tbufName) 8 RowMajor
+ MemberDecorate 35(tbufName) 8 Offset 96
+ MemberDecorate 35(tbufName) 8 MatrixStride 16
+ MemberDecorate 35(tbufName) 9 ColMajor
+ MemberDecorate 35(tbufName) 9 Offset 160
+ MemberDecorate 35(tbufName) 9 MatrixStride 16
+ MemberDecorate 35(tbufName) 10 RowMajor
+ MemberDecorate 35(tbufName) 10 Offset 208
+ MemberDecorate 35(tbufName) 10 MatrixStride 16
+ MemberDecorate 35(tbufName) 11 RowMajor
+ MemberDecorate 35(tbufName) 11 Offset 272
+ MemberDecorate 35(tbufName) 11 MatrixStride 16
+ Decorate 35(tbufName) BufferBlock
+ Decorate 37 DescriptorSet 0
+ Decorate 37 Binding 8
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Output 7(fvec4)
+9(@entryPointOutput): 8(ptr) Variable Output
+ 10: TypePointer Input 7(fvec4)
+ 11(input): 10(ptr) Variable Input
+ 13: TypeStruct 7(fvec4)
+ 14: TypePointer Uniform 13(struct)
+ 15: 14(ptr) Variable Uniform
+ 16: TypeInt 32 1
+ 17: 16(int) Constant 0
+ 18: TypePointer Uniform 7(fvec4)
+ 22: TypeStruct 7(fvec4)
+ 23: TypePointer Uniform 22(struct)
+ 24: 23(ptr) Variable Uniform
+ 28(cbufName): TypeStruct 7(fvec4) 16(int)
+ 29: TypePointer Uniform 28(cbufName)
+ 30: 29(ptr) Variable Uniform
+ 34: TypeMatrix 7(fvec4) 3
+ 35(tbufName): TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 34 34 34 34
+ 36: TypePointer Uniform 35(tbufName)
+ 37: 36(ptr) Variable Uniform
+4(PixelShaderFunction): 2 Function None 3
+ 5: Label
+ 12: 7(fvec4) Load 11(input)
+ 19: 18(ptr) AccessChain 15 17
+ 20: 7(fvec4) Load 19
+ 21: 7(fvec4) FAdd 12 20
+ 25: 18(ptr) AccessChain 24 17
+ 26: 7(fvec4) Load 25
+ 27: 7(fvec4) FAdd 21 26
+ 31: 18(ptr) AccessChain 30 17
+ 32: 7(fvec4) Load 31
+ 33: 7(fvec4) FAdd 27 32
+ 38: 18(ptr) AccessChain 37 17
+ 39: 7(fvec4) Load 38
+ 40: 7(fvec4) FAdd 33 39
+ Store 9(@entryPointOutput) 40
+ Return
+ FunctionEnd