diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out | 164 |
1 files changed, 98 insertions, 66 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out index bf7183f277f..d17251dd61d 100644 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.cast.frag.out @@ -2,29 +2,36 @@ hlsl.cast.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (layout(location=0 ) in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:3 Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (layout(location=0 ) in 4-component vector of float) -0:3 Convert int to float (temp 4-component vector of float) -0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (layout(location=0 ) in 4-component vector of float) -0:3 Constant: -0:3 1.198000 -0:3 1.198000 -0:3 1.198000 -0:3 1.198000 -0:3 Branch: Return +0:3 Branch: Return with expression +0:3 add ( temp 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:3 Convert int to float ( temp 4-component vector of float) +0:3 Convert float to int ( temp 4-component vector of int) +0:3 'input' ( in 4-component vector of float) +0:3 Constant: +0:3 1.198000 +0:3 1.198000 +0:3 1.198000 +0:3 1.198000 +0:2 Function Definition: PixelShaderFunction( ( temp void) +0:2 Function Parameters: +0:? Sequence +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: @@ -33,69 +40,94 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) +0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (layout(location=0 ) in 4-component vector of float) +0:2 'input' ( in 4-component vector of float) 0:? Sequence -0:3 Sequence -0:3 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 add (temp 4-component vector of float) -0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (layout(location=0 ) in 4-component vector of float) -0:3 Convert int to float (temp 4-component vector of float) -0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (layout(location=0 ) in 4-component vector of float) -0:3 Constant: -0:3 1.198000 -0:3 1.198000 -0:3 1.198000 -0:3 1.198000 -0:3 Branch: Return +0:3 Branch: Return with expression +0:3 add ( temp 4-component vector of float) +0:3 add ( temp 4-component vector of float) +0:3 Construct vec4 ( temp 4-component vector of float) +0:3 'input' ( in 4-component vector of float) +0:3 Convert int to float ( temp 4-component vector of float) +0:3 Convert float to int ( temp 4-component vector of int) +0:3 'input' ( in 4-component vector of float) +0:3 Constant: +0:3 1.198000 +0:3 1.198000 +0:3 1.198000 +0:3 1.198000 +0:2 Function Definition: PixelShaderFunction( ( temp void) +0:2 Function Parameters: +0:? Sequence +0:2 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:2 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) 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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 28 +// Id's are bound by 39 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 9 11 + EntryPoint Fragment 4 "PixelShaderFunction" 32 35 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" - Name 9 "@entryPointOutput" - Name 11 "input" - Decorate 9(@entryPointOutput) Location 0 - Decorate 11(input) Location 0 + Name 11 "@PixelShaderFunction(vf4;" + Name 10 "input" + Name 30 "input" + Name 32 "input" + Name 35 "@entryPointOutput" + Name 36 "param" + Decorate 32(input) Location 0 + Decorate 35(@entryPointOutput) Location 0 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 - 19: TypeInt 32 1 - 20: TypeVector 19(int) 4 - 24: 6(float) Constant 1067014160 - 25: 7(fvec4) ConstantComposite 24 24 24 24 + 8: TypePointer Function 7(fvec4) + 9: TypeFunction 7(fvec4) 8(ptr) + 20: TypeInt 32 1 + 21: TypeVector 20(int) 4 + 25: 6(float) Constant 1067014160 + 26: 7(fvec4) ConstantComposite 25 25 25 25 + 31: TypePointer Input 7(fvec4) + 32(input): 31(ptr) Variable Input + 34: TypePointer Output 7(fvec4) +35(@entryPointOutput): 34(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label - 12: 7(fvec4) Load 11(input) - 13: 6(float) CompositeExtract 12 0 - 14: 6(float) CompositeExtract 12 1 - 15: 6(float) CompositeExtract 12 2 - 16: 6(float) CompositeExtract 12 3 - 17: 7(fvec4) CompositeConstruct 13 14 15 16 - 18: 7(fvec4) Load 11(input) - 21: 20(ivec4) ConvertFToS 18 - 22: 7(fvec4) ConvertSToF 21 - 23: 7(fvec4) FAdd 17 22 - 26: 7(fvec4) FAdd 23 25 - Store 9(@entryPointOutput) 26 + 30(input): 8(ptr) Variable Function + 36(param): 8(ptr) Variable Function + 33: 7(fvec4) Load 32(input) + Store 30(input) 33 + 37: 7(fvec4) Load 30(input) + Store 36(param) 37 + 38: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 36(param) + Store 35(@entryPointOutput) 38 Return FunctionEnd +11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 + 10(input): 8(ptr) FunctionParameter + 12: Label + 13: 7(fvec4) Load 10(input) + 14: 6(float) CompositeExtract 13 0 + 15: 6(float) CompositeExtract 13 1 + 16: 6(float) CompositeExtract 13 2 + 17: 6(float) CompositeExtract 13 3 + 18: 7(fvec4) CompositeConstruct 14 15 16 17 + 19: 7(fvec4) Load 10(input) + 22: 21(ivec4) ConvertFToS 19 + 23: 7(fvec4) ConvertSToF 22 + 24: 7(fvec4) FAdd 18 23 + 27: 7(fvec4) FAdd 24 26 + ReturnValue 27 + FunctionEnd |