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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out184
1 files changed, 184 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out
new file mode 100644
index 00000000000..f5ba86b023d
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out
@@ -0,0 +1,184 @@
+hlsl.intrinsics.promote.down.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:15 Function Definition: main( (temp structure{temp 4-component vector of float color})
+0:15 Function Parameters:
+0:? Sequence
+0:16 Sequence
+0:16 move second child to first child (temp uint)
+0:16 'r00' (temp uint)
+0:16 bitCount (temp uint)
+0:16 Convert float to uint (temp uint)
+0:16 f: direct index for structure (layout(offset=8 ) uniform float)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+0:16 Constant:
+0:16 2 (const uint)
+0:17 Sequence
+0:17 move second child to first child (temp 2-component vector of uint)
+0:17 'r01' (temp 2-component vector of uint)
+0:17 bitFieldReverse (temp 2-component vector of uint)
+0:17 Convert float to uint (temp 2-component vector of uint)
+0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
+0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+0:17 Constant:
+0:17 6 (const uint)
+0:20 move second child to first child (temp 4-component vector of float)
+0:20 color: direct index for structure (temp 4-component vector of float)
+0:20 'ps_output' (temp structure{temp 4-component vector of float color})
+0:20 Constant:
+0:20 0 (const int)
+0:? Constant:
+0:? 0.000000
+0:? 0.000000
+0:? 0.000000
+0:? 0.000000
+0:21 Sequence
+0:21 Sequence
+0:21 move second child to first child (temp 4-component vector of float)
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
+0:21 color: direct index for structure (temp 4-component vector of float)
+0:21 'ps_output' (temp structure{temp 4-component vector of float color})
+0:21 Constant:
+0:21 0 (const int)
+0:21 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 int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:15 Function Definition: main( (temp structure{temp 4-component vector of float color})
+0:15 Function Parameters:
+0:? Sequence
+0:16 Sequence
+0:16 move second child to first child (temp uint)
+0:16 'r00' (temp uint)
+0:16 bitCount (temp uint)
+0:16 Convert float to uint (temp uint)
+0:16 f: direct index for structure (layout(offset=8 ) uniform float)
+0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+0:16 Constant:
+0:16 2 (const uint)
+0:17 Sequence
+0:17 move second child to first child (temp 2-component vector of uint)
+0:17 'r01' (temp 2-component vector of uint)
+0:17 bitFieldReverse (temp 2-component vector of uint)
+0:17 Convert float to uint (temp 2-component vector of uint)
+0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
+0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+0:17 Constant:
+0:17 6 (const uint)
+0:20 move second child to first child (temp 4-component vector of float)
+0:20 color: direct index for structure (temp 4-component vector of float)
+0:20 'ps_output' (temp structure{temp 4-component vector of float color})
+0:20 Constant:
+0:20 0 (const int)
+0:? Constant:
+0:? 0.000000
+0:? 0.000000
+0:? 0.000000
+0:? 0.000000
+0:21 Sequence
+0:21 Sequence
+0:21 move second child to first child (temp 4-component vector of float)
+0:? 'color' (layout(location=0 ) out 4-component vector of float)
+0:21 color: direct index for structure (temp 4-component vector of float)
+0:21 'ps_output' (temp structure{temp 4-component vector of float color})
+0:21 Constant:
+0:21 0 (const int)
+0:21 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 int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 45
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 41
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 8 "r00"
+ Name 14 "$Global"
+ MemberName 14($Global) 0 "i"
+ MemberName 14($Global) 1 "u"
+ MemberName 14($Global) 2 "f"
+ MemberName 14($Global) 3 "b"
+ MemberName 14($Global) 4 "i2"
+ MemberName 14($Global) 5 "u2"
+ MemberName 14($Global) 6 "f2"
+ MemberName 14($Global) 7 "b2"
+ Name 16 ""
+ Name 24 "r01"
+ Name 32 "PS_OUTPUT"
+ MemberName 32(PS_OUTPUT) 0 "color"
+ Name 34 "ps_output"
+ Name 41 "color"
+ MemberDecorate 14($Global) 0 Offset 0
+ MemberDecorate 14($Global) 1 Offset 4
+ MemberDecorate 14($Global) 2 Offset 8
+ MemberDecorate 14($Global) 3 Offset 12
+ MemberDecorate 14($Global) 4 Offset 16
+ MemberDecorate 14($Global) 5 Offset 24
+ MemberDecorate 14($Global) 6 Offset 32
+ MemberDecorate 14($Global) 7 Offset 40
+ Decorate 14($Global) Block
+ Decorate 16 DescriptorSet 0
+ Decorate 41(color) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeInt 32 0
+ 7: TypePointer Function 6(int)
+ 9: TypeInt 32 1
+ 10: TypeFloat 32
+ 11: TypeVector 9(int) 2
+ 12: TypeVector 6(int) 2
+ 13: TypeVector 10(float) 2
+ 14($Global): TypeStruct 9(int) 6(int) 10(float) 6(int) 11(ivec2) 12(ivec2) 13(fvec2) 12(ivec2)
+ 15: TypePointer Uniform 14($Global)
+ 16: 15(ptr) Variable Uniform
+ 17: 9(int) Constant 2
+ 18: TypePointer Uniform 10(float)
+ 23: TypePointer Function 12(ivec2)
+ 25: 9(int) Constant 6
+ 26: TypePointer Uniform 13(fvec2)
+ 31: TypeVector 10(float) 4
+ 32(PS_OUTPUT): TypeStruct 31(fvec4)
+ 33: TypePointer Function 32(PS_OUTPUT)
+ 35: 9(int) Constant 0
+ 36: 10(float) Constant 0
+ 37: 31(fvec4) ConstantComposite 36 36 36 36
+ 38: TypePointer Function 31(fvec4)
+ 40: TypePointer Output 31(fvec4)
+ 41(color): 40(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 8(r00): 7(ptr) Variable Function
+ 24(r01): 23(ptr) Variable Function
+ 34(ps_output): 33(ptr) Variable Function
+ 19: 18(ptr) AccessChain 16 17
+ 20: 10(float) Load 19
+ 21: 6(int) ConvertFToU 20
+ 22: 6(int) BitCount 21
+ Store 8(r00) 22
+ 27: 26(ptr) AccessChain 16 25
+ 28: 13(fvec2) Load 27
+ 29: 12(ivec2) ConvertFToU 28
+ 30: 12(ivec2) BitReverse 29
+ Store 24(r01) 30
+ 39: 38(ptr) AccessChain 34(ps_output) 35
+ Store 39 37
+ 42: 38(ptr) AccessChain 34(ps_output) 35
+ 43: 31(fvec4) Load 42
+ Store 41(color) 43
+ Return
+ FunctionEnd