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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.init.frag.out531
1 files changed, 0 insertions, 531 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.init.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.init.frag.out
deleted file mode 100644
index 2139adb46e5..00000000000
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.init.frag.out
+++ /dev/null
@@ -1,531 +0,0 @@
-hlsl.init.frag
-WARNING: 0:40: 'typedef' : struct-member initializers ignored
-WARNING: 0:40: 'typedef' : struct-member initializers ignored
-
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:1 Sequence
-0:1 move second child to first child ( temp 4-component vector of float)
-0:1 'a1' ( global 4-component vector of float)
-0:? Constant:
-0:? 1.000000
-0:? 0.500000
-0:? 0.000000
-0:? 1.000000
-0:1 move second child to first child ( temp 4-component vector of float)
-0:1 'b1' ( global 4-component vector of float)
-0:? Constant:
-0:? 2.000000
-0:? 2.500000
-0:? 2.100000
-0:? 2.200000
-0:2 Sequence
-0:2 move second child to first child ( temp 4-component vector of float)
-0:2 'a1i' ( global 4-component vector of float)
-0:2 Constant:
-0:2 1.000000
-0:2 0.500000
-0:2 0.000000
-0:2 1.000000
-0:2 move second child to first child ( temp 4-component vector of float)
-0:2 'b1i' ( global 4-component vector of float)
-0:2 Constant:
-0:2 2.000000
-0:2 2.500000
-0:2 2.100000
-0:2 2.200000
-0:3 Sequence
-0:3 move second child to first child ( temp float)
-0:3 'a2' ( global float)
-0:3 Constant:
-0:3 0.200000
-0:4 Sequence
-0:4 move second child to first child ( temp float)
-0:4 'b3' ( global float)
-0:4 Constant:
-0:4 0.300000
-0:5 Sequence
-0:5 move second child to first child ( temp float)
-0:5 'b4' ( global float)
-0:5 Constant:
-0:5 0.400000
-0:6 Sequence
-0:6 move second child to first child ( temp float)
-0:6 'a5' ( global float)
-0:6 Constant:
-0:6 0.500000
-0:6 move second child to first child ( temp float)
-0:6 'c5' ( global float)
-0:6 Constant:
-0:6 1.500000
-0:9 Sequence
-0:9 move second child to first child ( temp structure{ temp int f})
-0:9 'single1' ( global structure{ temp int f})
-0:9 Constant:
-0:9 10 (const int)
-0:12 Sequence
-0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
-0:12 'single2' ( global structure{ temp 2-component vector of uint v})
-0:12 Constant:
-0:12 1 (const uint)
-0:12 2 (const uint)
-0:15 Sequence
-0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
-0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
-0:15 Constant:
-0:15 3 (const int)
-0:18 Sequence
-0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
-0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
-0:18 Constant:
-0:18 4 (const uint)
-0:18 5 (const uint)
-0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
-0:21 Function Parameters:
-0:21 'input' ( in 4-component vector of float)
-0:? Sequence
-0:22 Sequence
-0:22 move second child to first child ( temp 4-component vector of float)
-0:22 'a2' ( temp 4-component vector of float)
-0:? Constant:
-0:? 0.200000
-0:? 0.300000
-0:? 0.400000
-0:? 0.500000
-0:32 Sequence
-0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Constant:
-0:32 9 (const int)
-0:32 'a5' ( global float)
-0:32 Construct structure ( temp structure{ temp float f, temp int i})
-0:32 Comma ( temp float)
-0:32 'a3' ( global float)
-0:32 'a4' ( global float)
-0:32 Constant:
-0:32 12 (const int)
-0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Constant:
-0:32 9 (const int)
-0:32 'a5' ( global float)
-0:? Construct structure ( temp structure{ temp float f, temp int i})
-0:32 Comma ( temp float)
-0:32 'a3' ( global float)
-0:32 'a4' ( global float)
-0:32 Constant:
-0:32 12 (const int)
-0:33 Sequence
-0:33 move second child to first child ( temp float)
-0:33 'a8' ( temp float)
-0:33 Comma ( temp float)
-0:33 'a2' ( temp 4-component vector of float)
-0:33 'b2' ( global float)
-0:33 move second child to first child ( temp float)
-0:33 'a9' ( temp float)
-0:33 'a5' ( global float)
-0:35 Branch: Return with expression
-0:35 component-wise multiply ( temp 4-component vector of float)
-0:35 'input' ( in 4-component vector of float)
-0:35 'a1' ( global 4-component vector of float)
-0:21 Function Definition: ShaderFunction( ( temp void)
-0:21 Function Parameters:
-0:? Sequence
-0:21 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)
-0:21 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
-0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? Linker Objects
-0:? 'a1' ( global 4-component vector of float)
-0:? 'b1' ( global 4-component vector of float)
-0:? 'a1i' ( global 4-component vector of float)
-0:? 'b1i' ( global 4-component vector of float)
-0:? 'a2' ( global float)
-0:? 'b2' ( global float)
-0:? 'a3' ( global float)
-0:? 'b3' ( global float)
-0:? 'a4' ( global float)
-0:? 'b4' ( global float)
-0:? 'c4' ( global float)
-0:? 'a5' ( global float)
-0:? 'b5' ( global float)
-0:? 'c5' ( global float)
-0:? 'single1' ( global structure{ temp int f})
-0:? 'single2' ( global structure{ temp 2-component vector of uint v})
-0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
-0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
-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 float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
-
-
-Linked fragment stage:
-
-
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:1 Sequence
-0:1 move second child to first child ( temp 4-component vector of float)
-0:1 'a1' ( global 4-component vector of float)
-0:? Constant:
-0:? 1.000000
-0:? 0.500000
-0:? 0.000000
-0:? 1.000000
-0:1 move second child to first child ( temp 4-component vector of float)
-0:1 'b1' ( global 4-component vector of float)
-0:? Constant:
-0:? 2.000000
-0:? 2.500000
-0:? 2.100000
-0:? 2.200000
-0:2 Sequence
-0:2 move second child to first child ( temp 4-component vector of float)
-0:2 'a1i' ( global 4-component vector of float)
-0:2 Constant:
-0:2 1.000000
-0:2 0.500000
-0:2 0.000000
-0:2 1.000000
-0:2 move second child to first child ( temp 4-component vector of float)
-0:2 'b1i' ( global 4-component vector of float)
-0:2 Constant:
-0:2 2.000000
-0:2 2.500000
-0:2 2.100000
-0:2 2.200000
-0:3 Sequence
-0:3 move second child to first child ( temp float)
-0:3 'a2' ( global float)
-0:3 Constant:
-0:3 0.200000
-0:4 Sequence
-0:4 move second child to first child ( temp float)
-0:4 'b3' ( global float)
-0:4 Constant:
-0:4 0.300000
-0:5 Sequence
-0:5 move second child to first child ( temp float)
-0:5 'b4' ( global float)
-0:5 Constant:
-0:5 0.400000
-0:6 Sequence
-0:6 move second child to first child ( temp float)
-0:6 'a5' ( global float)
-0:6 Constant:
-0:6 0.500000
-0:6 move second child to first child ( temp float)
-0:6 'c5' ( global float)
-0:6 Constant:
-0:6 1.500000
-0:9 Sequence
-0:9 move second child to first child ( temp structure{ temp int f})
-0:9 'single1' ( global structure{ temp int f})
-0:9 Constant:
-0:9 10 (const int)
-0:12 Sequence
-0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
-0:12 'single2' ( global structure{ temp 2-component vector of uint v})
-0:12 Constant:
-0:12 1 (const uint)
-0:12 2 (const uint)
-0:15 Sequence
-0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
-0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
-0:15 Constant:
-0:15 3 (const int)
-0:18 Sequence
-0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
-0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
-0:18 Constant:
-0:18 4 (const uint)
-0:18 5 (const uint)
-0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
-0:21 Function Parameters:
-0:21 'input' ( in 4-component vector of float)
-0:? Sequence
-0:22 Sequence
-0:22 move second child to first child ( temp 4-component vector of float)
-0:22 'a2' ( temp 4-component vector of float)
-0:? Constant:
-0:? 0.200000
-0:? 0.300000
-0:? 0.400000
-0:? 0.500000
-0:32 Sequence
-0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Constant:
-0:32 9 (const int)
-0:32 'a5' ( global float)
-0:32 Construct structure ( temp structure{ temp float f, temp int i})
-0:32 Comma ( temp float)
-0:32 'a3' ( global float)
-0:32 'a4' ( global float)
-0:32 Constant:
-0:32 12 (const int)
-0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
-0:32 Constant:
-0:32 9 (const int)
-0:32 'a5' ( global float)
-0:? Construct structure ( temp structure{ temp float f, temp int i})
-0:32 Comma ( temp float)
-0:32 'a3' ( global float)
-0:32 'a4' ( global float)
-0:32 Constant:
-0:32 12 (const int)
-0:33 Sequence
-0:33 move second child to first child ( temp float)
-0:33 'a8' ( temp float)
-0:33 Comma ( temp float)
-0:33 'a2' ( temp 4-component vector of float)
-0:33 'b2' ( global float)
-0:33 move second child to first child ( temp float)
-0:33 'a9' ( temp float)
-0:33 'a5' ( global float)
-0:35 Branch: Return with expression
-0:35 component-wise multiply ( temp 4-component vector of float)
-0:35 'input' ( in 4-component vector of float)
-0:35 'a1' ( global 4-component vector of float)
-0:21 Function Definition: ShaderFunction( ( temp void)
-0:21 Function Parameters:
-0:? Sequence
-0:21 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)
-0:21 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
-0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
-0:? 'input' ( temp 4-component vector of float)
-0:? Linker Objects
-0:? 'a1' ( global 4-component vector of float)
-0:? 'b1' ( global 4-component vector of float)
-0:? 'a1i' ( global 4-component vector of float)
-0:? 'b1i' ( global 4-component vector of float)
-0:? 'a2' ( global float)
-0:? 'b2' ( global float)
-0:? 'a3' ( global float)
-0:? 'b3' ( global float)
-0:? 'a4' ( global float)
-0:? 'b4' ( global float)
-0:? 'c4' ( global float)
-0:? 'a5' ( global float)
-0:? 'b5' ( global float)
-0:? 'c5' ( global float)
-0:? 'single1' ( global structure{ temp int f})
-0:? 'single2' ( global structure{ temp 2-component vector of uint v})
-0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
-0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
-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 float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
-
-// Module Version 10000
-// Generated by (magic number): 80008
-// Id's are bound by 110
-
- Capability Shader
- 1: ExtInstImport "GLSL.std.450"
- MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "ShaderFunction" 98 101
- ExecutionMode 4 OriginUpperLeft
- Source HLSL 500
- Name 4 "ShaderFunction"
- Name 11 "@ShaderFunction(vf4;"
- Name 10 "input"
- Name 14 "a1"
- Name 19 "b1"
- Name 25 "a1i"
- Name 26 "b1i"
- Name 28 "a2"
- Name 30 "b3"
- Name 32 "b4"
- Name 34 "a5"
- Name 35 "c5"
- Name 38 "Single1"
- MemberName 38(Single1) 0 "f"
- Name 40 "single1"
- Name 45 "Single2"
- MemberName 45(Single2) 0 "v"
- Name 47 "single2"
- Name 52 "Single3"
- MemberName 52(Single3) 0 "s1"
- Name 54 "single3"
- Name 58 "Single4"
- MemberName 58(Single4) 0 "s1"
- Name 60 "single4"
- Name 66 "a2"
- Name 68 "S1"
- MemberName 68(S1) 0 "f"
- MemberName 68(S1) 1 "i"
- Name 69 "S2"
- MemberName 69(S2) 0 "j"
- MemberName 69(S2) 1 "g"
- MemberName 69(S2) 2 "s1"
- Name 71 "s2i"
- Name 74 "a3"
- Name 75 "a4"
- Name 80 "s2"
- Name 86 "a8"
- Name 87 "b2"
- Name 89 "a9"
- Name 96 "input"
- Name 98 "input"
- Name 101 "@entryPointOutput"
- Name 102 "param"
- Name 105 "c4"
- Name 106 "b5"
- Name 107 "Constants"
- MemberName 107(Constants) 0 "a"
- MemberName 107(Constants) 1 "b"
- MemberName 107(Constants) 2 "c"
- Name 109 ""
- Decorate 98(input) Location 0
- Decorate 101(@entryPointOutput) Location 0
- MemberDecorate 107(Constants) 0 Offset 0
- MemberDecorate 107(Constants) 1 Offset 4
- MemberDecorate 107(Constants) 2 Offset 8
- Decorate 107(Constants) Block
- Decorate 109 DescriptorSet 0
- Decorate 109 Binding 0
- 2: TypeVoid
- 3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeVector 6(float) 4
- 8: TypePointer Function 7(fvec4)
- 9: TypeFunction 7(fvec4) 8(ptr)
- 13: TypePointer Private 7(fvec4)
- 14(a1): 13(ptr) Variable Private
- 15: 6(float) Constant 1065353216
- 16: 6(float) Constant 1056964608
- 17: 6(float) Constant 0
- 18: 7(fvec4) ConstantComposite 15 16 17 15
- 19(b1): 13(ptr) Variable Private
- 20: 6(float) Constant 1073741824
- 21: 6(float) Constant 1075838976
- 22: 6(float) Constant 1074161254
- 23: 6(float) Constant 1074580685
- 24: 7(fvec4) ConstantComposite 20 21 22 23
- 25(a1i): 13(ptr) Variable Private
- 26(b1i): 13(ptr) Variable Private
- 27: TypePointer Private 6(float)
- 28(a2): 27(ptr) Variable Private
- 29: 6(float) Constant 1045220557
- 30(b3): 27(ptr) Variable Private
- 31: 6(float) Constant 1050253722
- 32(b4): 27(ptr) Variable Private
- 33: 6(float) Constant 1053609165
- 34(a5): 27(ptr) Variable Private
- 35(c5): 27(ptr) Variable Private
- 36: 6(float) Constant 1069547520
- 37: TypeInt 32 1
- 38(Single1): TypeStruct 37(int)
- 39: TypePointer Private 38(Single1)
- 40(single1): 39(ptr) Variable Private
- 41: 37(int) Constant 10
- 42: 38(Single1) ConstantComposite 41
- 43: TypeInt 32 0
- 44: TypeVector 43(int) 2
- 45(Single2): TypeStruct 44(ivec2)
- 46: TypePointer Private 45(Single2)
- 47(single2): 46(ptr) Variable Private
- 48: 43(int) Constant 1
- 49: 43(int) Constant 2
- 50: 44(ivec2) ConstantComposite 48 49
- 51: 45(Single2) ConstantComposite 50
- 52(Single3): TypeStruct 38(Single1)
- 53: TypePointer Private 52(Single3)
- 54(single3): 53(ptr) Variable Private
- 55: 37(int) Constant 3
- 56: 38(Single1) ConstantComposite 55
- 57: 52(Single3) ConstantComposite 56
- 58(Single4): TypeStruct 45(Single2)
- 59: TypePointer Private 58(Single4)
- 60(single4): 59(ptr) Variable Private
- 61: 43(int) Constant 4
- 62: 43(int) Constant 5
- 63: 44(ivec2) ConstantComposite 61 62
- 64: 45(Single2) ConstantComposite 63
- 65: 58(Single4) ConstantComposite 64
- 67: 7(fvec4) ConstantComposite 29 31 33 16
- 68(S1): TypeStruct 6(float) 37(int)
- 69(S2): TypeStruct 37(int) 6(float) 68(S1)
- 70: TypePointer Function 69(S2)
- 72: 37(int) Constant 9
- 74(a3): 27(ptr) Variable Private
- 75(a4): 27(ptr) Variable Private
- 77: 37(int) Constant 12
- 85: TypePointer Function 6(float)
- 87(b2): 27(ptr) Variable Private
- 97: TypePointer Input 7(fvec4)
- 98(input): 97(ptr) Variable Input
- 100: TypePointer Output 7(fvec4)
-101(@entryPointOutput): 100(ptr) Variable Output
- 105(c4): 27(ptr) Variable Private
- 106(b5): 27(ptr) Variable Private
- 107(Constants): TypeStruct 6(float) 6(float) 6(float)
- 108: TypePointer Uniform 107(Constants)
- 109: 108(ptr) Variable Uniform
-4(ShaderFunction): 2 Function None 3
- 5: Label
- 96(input): 8(ptr) Variable Function
- 102(param): 8(ptr) Variable Function
- Store 14(a1) 18
- Store 19(b1) 24
- Store 25(a1i) 18
- Store 26(b1i) 24
- Store 28(a2) 29
- Store 30(b3) 31
- Store 32(b4) 33
- Store 34(a5) 16
- Store 35(c5) 36
- Store 40(single1) 42
- Store 47(single2) 51
- Store 54(single3) 57
- Store 60(single4) 65
- 99: 7(fvec4) Load 98(input)
- Store 96(input) 99
- 103: 7(fvec4) Load 96(input)
- Store 102(param) 103
- 104: 7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 102(param)
- Store 101(@entryPointOutput) 104
- Return
- FunctionEnd
-11(@ShaderFunction(vf4;): 7(fvec4) Function None 9
- 10(input): 8(ptr) FunctionParameter
- 12: Label
- 66(a2): 8(ptr) Variable Function
- 71(s2i): 70(ptr) Variable Function
- 80(s2): 70(ptr) Variable Function
- 86(a8): 85(ptr) Variable Function
- 89(a9): 85(ptr) Variable Function
- Store 66(a2) 67
- 73: 6(float) Load 34(a5)
- 76: 6(float) Load 75(a4)
- 78: 68(S1) CompositeConstruct 76 77
- 79: 69(S2) CompositeConstruct 72 73 78
- Store 71(s2i) 79
- 81: 6(float) Load 34(a5)
- 82: 6(float) Load 75(a4)
- 83: 68(S1) CompositeConstruct 82 77
- 84: 69(S2) CompositeConstruct 72 81 83
- Store 80(s2) 84
- 88: 6(float) Load 87(b2)
- Store 86(a8) 88
- 90: 6(float) Load 34(a5)
- Store 89(a9) 90
- 91: 7(fvec4) Load 10(input)
- 92: 7(fvec4) Load 14(a1)
- 93: 7(fvec4) FMul 91 92
- ReturnValue 93
- FunctionEnd