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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.inoutquals.frag.out375
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diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.inoutquals.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.inoutquals.frag.out
deleted file mode 100644
index 2ffa3c56d2a..00000000000
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.inoutquals.frag.out
+++ /dev/null
@@ -1,375 +0,0 @@
-hlsl.inoutquals.frag
-Shader version: 500
-gl_FragCoord origin is upper left
-using depth_any
-0:? Sequence
-0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
-0:8 Function Parameters:
-0:8 'x' ( in float)
-0:8 'y' ( out float)
-0:8 'z' ( inout float)
-0:8 'w' ( inout float)
-0:? Sequence
-0:9 move second child to first child ( temp float)
-0:9 'y' ( out float)
-0:9 'x' ( in float)
-0:10 move second child to first child ( temp float)
-0:10 'z' ( inout float)
-0:10 'y' ( out float)
-0:11 move second child to first child ( temp float)
-0:11 'x' ( in float)
-0:11 Constant:
-0:11 -1.000000
-0:12 multiply second child into first child ( temp float)
-0:12 'w' ( inout float)
-0:12 Constant:
-0:12 1.000000
-0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Parameters:
-0:16 'inpos' ( in 4-component vector of float)
-0:16 'sampleMask' ( out int)
-0:? Sequence
-0:19 Sequence
-0:19 move second child to first child ( temp float)
-0:19 'x' ( temp float)
-0:19 Constant:
-0:19 7.000000
-0:19 move second child to first child ( temp float)
-0:19 'z' ( temp float)
-0:19 Constant:
-0:19 3.000000
-0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
-0:20 'x' ( temp float)
-0:20 'y' ( temp float)
-0:20 'z' ( temp float)
-0:20 direct index ( temp float)
-0:20 'inpos' ( in 4-component vector of float)
-0:20 Constant:
-0:20 3 (const int)
-0:22 move second child to first child ( temp 4-component vector of float)
-0:22 Color: direct index for structure ( temp 4-component vector of float)
-0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:22 Constant:
-0:22 0 (const int)
-0:? Construct vec4 ( temp 4-component vector of float)
-0:22 'x' ( temp float)
-0:22 'y' ( temp float)
-0:22 'z' ( temp float)
-0:22 Constant:
-0:22 1.000000
-0:23 move second child to first child ( temp float)
-0:23 Depth: direct index for structure ( temp float)
-0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:23 Constant:
-0:23 1 (const int)
-0:23 direct index ( temp float)
-0:23 'inpos' ( in 4-component vector of float)
-0:23 Constant:
-0:23 3 (const int)
-0:25 Branch: Return with expression
-0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Definition: main( ( temp void)
-0:16 Function Parameters:
-0:? Sequence
-0:16 move second child to first child ( temp 4-component vector of float)
-0:? 'inpos' ( temp 4-component vector of float)
-0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
-0:16 Sequence
-0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:? 'inpos' ( temp 4-component vector of float)
-0:? 'sampleMask' ( temp int)
-0:16 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:16 Color: direct index for structure ( temp 4-component vector of float)
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Constant:
-0:16 0 (const int)
-0:16 move second child to first child ( temp float)
-0:? '@entryPointOutput.Depth' ( out float FragDepth)
-0:16 Depth: direct index for structure ( temp float)
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Constant:
-0:16 1 (const int)
-0:16 move second child to first child ( temp int)
-0:16 direct index ( out int SampleMaskIn)
-0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
-0:16 Constant:
-0:16 0 (const int)
-0:? 'sampleMask' ( temp int)
-0:? Linker Objects
-0:? '@entryPointOutput.Depth' ( out float FragDepth)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
-0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
-
-
-Linked fragment stage:
-
-
-Shader version: 500
-gl_FragCoord origin is upper left
-using depth_any
-0:? Sequence
-0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
-0:8 Function Parameters:
-0:8 'x' ( in float)
-0:8 'y' ( out float)
-0:8 'z' ( inout float)
-0:8 'w' ( inout float)
-0:? Sequence
-0:9 move second child to first child ( temp float)
-0:9 'y' ( out float)
-0:9 'x' ( in float)
-0:10 move second child to first child ( temp float)
-0:10 'z' ( inout float)
-0:10 'y' ( out float)
-0:11 move second child to first child ( temp float)
-0:11 'x' ( in float)
-0:11 Constant:
-0:11 -1.000000
-0:12 multiply second child into first child ( temp float)
-0:12 'w' ( inout float)
-0:12 Constant:
-0:12 1.000000
-0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Parameters:
-0:16 'inpos' ( in 4-component vector of float)
-0:16 'sampleMask' ( out int)
-0:? Sequence
-0:19 Sequence
-0:19 move second child to first child ( temp float)
-0:19 'x' ( temp float)
-0:19 Constant:
-0:19 7.000000
-0:19 move second child to first child ( temp float)
-0:19 'z' ( temp float)
-0:19 Constant:
-0:19 3.000000
-0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
-0:20 'x' ( temp float)
-0:20 'y' ( temp float)
-0:20 'z' ( temp float)
-0:20 direct index ( temp float)
-0:20 'inpos' ( in 4-component vector of float)
-0:20 Constant:
-0:20 3 (const int)
-0:22 move second child to first child ( temp 4-component vector of float)
-0:22 Color: direct index for structure ( temp 4-component vector of float)
-0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:22 Constant:
-0:22 0 (const int)
-0:? Construct vec4 ( temp 4-component vector of float)
-0:22 'x' ( temp float)
-0:22 'y' ( temp float)
-0:22 'z' ( temp float)
-0:22 Constant:
-0:22 1.000000
-0:23 move second child to first child ( temp float)
-0:23 Depth: direct index for structure ( temp float)
-0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:23 Constant:
-0:23 1 (const int)
-0:23 direct index ( temp float)
-0:23 'inpos' ( in 4-component vector of float)
-0:23 Constant:
-0:23 3 (const int)
-0:25 Branch: Return with expression
-0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Definition: main( ( temp void)
-0:16 Function Parameters:
-0:? Sequence
-0:16 move second child to first child ( temp 4-component vector of float)
-0:? 'inpos' ( temp 4-component vector of float)
-0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
-0:16 Sequence
-0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:? 'inpos' ( temp 4-component vector of float)
-0:? 'sampleMask' ( temp int)
-0:16 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:16 Color: direct index for structure ( temp 4-component vector of float)
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Constant:
-0:16 0 (const int)
-0:16 move second child to first child ( temp float)
-0:? '@entryPointOutput.Depth' ( out float FragDepth)
-0:16 Depth: direct index for structure ( temp float)
-0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
-0:16 Constant:
-0:16 1 (const int)
-0:16 move second child to first child ( temp int)
-0:16 direct index ( out int SampleMaskIn)
-0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
-0:16 Constant:
-0:16 0 (const int)
-0:? 'sampleMask' ( temp int)
-0:? Linker Objects
-0:? '@entryPointOutput.Depth' ( out float FragDepth)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
-0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
-
-// Module Version 10000
-// Generated by (magic number): 80008
-// Id's are bound by 92
-
- Capability Shader
- 1: ExtInstImport "GLSL.std.450"
- MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "main" 68 78 82 88
- ExecutionMode 4 OriginUpperLeft
- ExecutionMode 4 DepthReplacing
- Source HLSL 500
- Name 4 "main"
- Name 13 "MyFunc(f1;f1;f1;f1;"
- Name 9 "x"
- Name 10 "y"
- Name 11 "z"
- Name 12 "w"
- Name 19 "PS_OUTPUT"
- MemberName 19(PS_OUTPUT) 0 "Color"
- MemberName 19(PS_OUTPUT) 1 "Depth"
- Name 23 "@main(vf4;i1;"
- Name 21 "inpos"
- Name 22 "sampleMask"
- Name 31 "x"
- Name 33 "z"
- Name 35 "y"
- Name 36 "param"
- Name 38 "param"
- Name 39 "param"
- Name 41 "param"
- Name 52 "psout"
- Name 66 "inpos"
- Name 68 "inpos"
- Name 70 "flattenTemp"
- Name 71 "sampleMask"
- Name 72 "param"
- Name 74 "param"
- Name 78 "@entryPointOutput.Color"
- Name 82 "@entryPointOutput.Depth"
- Name 88 "sampleMask"
- Decorate 68(inpos) NoPerspective
- Decorate 68(inpos) BuiltIn FragCoord
- Decorate 78(@entryPointOutput.Color) Location 0
- Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth
- Decorate 88(sampleMask) BuiltIn SampleMask
- 2: TypeVoid
- 3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypePointer Function 6(float)
- 8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 7(ptr)
- 15: TypeVector 6(float) 4
- 16: TypePointer Function 15(fvec4)
- 17: TypeInt 32 1
- 18: TypePointer Function 17(int)
- 19(PS_OUTPUT): TypeStruct 15(fvec4) 6(float)
- 20: TypeFunction 19(PS_OUTPUT) 16(ptr) 18(ptr)
- 27: 6(float) Constant 3212836864
- 28: 6(float) Constant 1065353216
- 32: 6(float) Constant 1088421888
- 34: 6(float) Constant 1077936128
- 42: TypeInt 32 0
- 43: 42(int) Constant 3
- 51: TypePointer Function 19(PS_OUTPUT)
- 53: 17(int) Constant 0
- 59: 17(int) Constant 1
- 67: TypePointer Input 15(fvec4)
- 68(inpos): 67(ptr) Variable Input
- 77: TypePointer Output 15(fvec4)
-78(@entryPointOutput.Color): 77(ptr) Variable Output
- 81: TypePointer Output 6(float)
-82(@entryPointOutput.Depth): 81(ptr) Variable Output
- 85: 42(int) Constant 1
- 86: TypeArray 17(int) 85
- 87: TypePointer Output 86
- 88(sampleMask): 87(ptr) Variable Output
- 90: TypePointer Output 17(int)
- 4(main): 2 Function None 3
- 5: Label
- 66(inpos): 16(ptr) Variable Function
- 70(flattenTemp): 51(ptr) Variable Function
- 71(sampleMask): 18(ptr) Variable Function
- 72(param): 16(ptr) Variable Function
- 74(param): 18(ptr) Variable Function
- 69: 15(fvec4) Load 68(inpos)
- Store 66(inpos) 69
- 73: 15(fvec4) Load 66(inpos)
- Store 72(param) 73
- 75:19(PS_OUTPUT) FunctionCall 23(@main(vf4;i1;) 72(param) 74(param)
- 76: 17(int) Load 74(param)
- Store 71(sampleMask) 76
- Store 70(flattenTemp) 75
- 79: 16(ptr) AccessChain 70(flattenTemp) 53
- 80: 15(fvec4) Load 79
- Store 78(@entryPointOutput.Color) 80
- 83: 7(ptr) AccessChain 70(flattenTemp) 59
- 84: 6(float) Load 83
- Store 82(@entryPointOutput.Depth) 84
- 89: 17(int) Load 71(sampleMask)
- 91: 90(ptr) AccessChain 88(sampleMask) 53
- Store 91 89
- Return
- FunctionEnd
-13(MyFunc(f1;f1;f1;f1;): 2 Function None 8
- 9(x): 7(ptr) FunctionParameter
- 10(y): 7(ptr) FunctionParameter
- 11(z): 7(ptr) FunctionParameter
- 12(w): 7(ptr) FunctionParameter
- 14: Label
- 25: 6(float) Load 9(x)
- Store 10(y) 25
- 26: 6(float) Load 10(y)
- Store 11(z) 26
- Store 9(x) 27
- 29: 6(float) Load 12(w)
- 30: 6(float) FMul 29 28
- Store 12(w) 30
- Return
- FunctionEnd
-23(@main(vf4;i1;):19(PS_OUTPUT) Function None 20
- 21(inpos): 16(ptr) FunctionParameter
- 22(sampleMask): 18(ptr) FunctionParameter
- 24: Label
- 31(x): 7(ptr) Variable Function
- 33(z): 7(ptr) Variable Function
- 35(y): 7(ptr) Variable Function
- 36(param): 7(ptr) Variable Function
- 38(param): 7(ptr) Variable Function
- 39(param): 7(ptr) Variable Function
- 41(param): 7(ptr) Variable Function
- 52(psout): 51(ptr) Variable Function
- Store 31(x) 32
- Store 33(z) 34
- 37: 6(float) Load 31(x)
- Store 36(param) 37
- 40: 6(float) Load 33(z)
- Store 39(param) 40
- 44: 7(ptr) AccessChain 21(inpos) 43
- 45: 6(float) Load 44
- Store 41(param) 45
- 46: 2 FunctionCall 13(MyFunc(f1;f1;f1;f1;) 36(param) 38(param) 39(param) 41(param)
- 47: 6(float) Load 38(param)
- Store 35(y) 47
- 48: 6(float) Load 39(param)
- Store 33(z) 48
- 49: 6(float) Load 41(param)
- 50: 7(ptr) AccessChain 21(inpos) 43
- Store 50 49
- 54: 6(float) Load 31(x)
- 55: 6(float) Load 35(y)
- 56: 6(float) Load 33(z)
- 57: 15(fvec4) CompositeConstruct 54 55 56 28
- 58: 16(ptr) AccessChain 52(psout) 53
- Store 58 57
- 60: 7(ptr) AccessChain 21(inpos) 43
- 61: 6(float) Load 60
- 62: 7(ptr) AccessChain 52(psout) 59
- Store 62 61
- 63:19(PS_OUTPUT) Load 52(psout)
- ReturnValue 63
- FunctionEnd