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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.out164
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