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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out416
1 files changed, 0 insertions, 416 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out
deleted file mode 100644
index bc469dc5b35..00000000000
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.logical.binary.vec.frag.out
+++ /dev/null
@@ -1,416 +0,0 @@
-hlsl.logical.binary.vec.frag
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
-0:10 Function Parameters:
-0:? Sequence
-0:11 Sequence
-0:11 move second child to first child ( temp 4-component vector of bool)
-0:11 'r00' ( temp 4-component vector of bool)
-0:11 Negate conditional ( temp 4-component vector of bool)
-0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:11 Constant:
-0:11 0 (const uint)
-0:12 Sequence
-0:12 move second child to first child ( temp 4-component vector of bool)
-0:12 'r01' ( temp 4-component vector of bool)
-0:12 logical-and ( temp 4-component vector of bool)
-0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:12 Constant:
-0:12 0 (const uint)
-0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:12 Constant:
-0:12 1 (const uint)
-0:13 Sequence
-0:13 move second child to first child ( temp 4-component vector of bool)
-0:13 'r02' ( temp 4-component vector of bool)
-0:13 logical-or ( temp 4-component vector of bool)
-0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:13 Constant:
-0:13 0 (const uint)
-0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:13 Constant:
-0:13 1 (const uint)
-0:15 Sequence
-0:15 move second child to first child ( temp 4-component vector of bool)
-0:15 'r10' ( temp 4-component vector of bool)
-0:15 logical-and ( temp 4-component vector of bool)
-0:15 Construct bvec4 ( uniform 4-component vector of bool)
-0:15 b1a: direct index for structure ( uniform bool)
-0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:15 Constant:
-0:15 2 (const uint)
-0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:15 Constant:
-0:15 1 (const uint)
-0:16 Sequence
-0:16 move second child to first child ( temp 4-component vector of bool)
-0:16 'r11' ( temp 4-component vector of bool)
-0:16 logical-or ( temp 4-component vector of bool)
-0:16 Construct bvec4 ( uniform 4-component vector of bool)
-0:16 b1a: direct index for structure ( uniform bool)
-0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:16 Constant:
-0:16 2 (const uint)
-0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:16 Constant:
-0:16 1 (const uint)
-0:18 Sequence
-0:18 move second child to first child ( temp 4-component vector of bool)
-0:18 'r20' ( temp 4-component vector of bool)
-0:18 logical-and ( temp 4-component vector of bool)
-0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:18 Constant:
-0:18 0 (const uint)
-0:18 Construct bvec4 ( uniform 4-component vector of bool)
-0:18 b1b: direct index for structure ( uniform bool)
-0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:18 Constant:
-0:18 3 (const uint)
-0:19 Sequence
-0:19 move second child to first child ( temp 4-component vector of bool)
-0:19 'r21' ( temp 4-component vector of bool)
-0:19 logical-or ( temp 4-component vector of bool)
-0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:19 Constant:
-0:19 0 (const uint)
-0:19 Construct bvec4 ( uniform 4-component vector of bool)
-0:19 b1b: direct index for structure ( uniform bool)
-0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:19 Constant:
-0:19 3 (const uint)
-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})
-0:22 Constant:
-0:22 0 (const int)
-0:22 Convert bool to float ( temp 4-component vector of float)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 'r00' ( temp 4-component vector of bool)
-0:22 'r01' ( temp 4-component vector of bool)
-0:22 'r02' ( temp 4-component vector of bool)
-0:22 'r10' ( temp 4-component vector of bool)
-0:22 'r11' ( temp 4-component vector of bool)
-0:22 'r20' ( temp 4-component vector of bool)
-0:22 'r21' ( temp 4-component vector of bool)
-0:23 Branch: Return with expression
-0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
-0:10 Function Definition: main( ( temp void)
-0:10 Function Parameters:
-0:? Sequence
-0:10 Sequence
-0:10 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:10 Color: direct index for structure ( temp 4-component vector of float)
-0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
-0:10 Constant:
-0:10 0 (const int)
-0:? Linker Objects
-0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-
-
-Linked fragment stage:
-
-
-Shader version: 500
-gl_FragCoord origin is upper left
-0:? Sequence
-0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
-0:10 Function Parameters:
-0:? Sequence
-0:11 Sequence
-0:11 move second child to first child ( temp 4-component vector of bool)
-0:11 'r00' ( temp 4-component vector of bool)
-0:11 Negate conditional ( temp 4-component vector of bool)
-0:11 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:11 Constant:
-0:11 0 (const uint)
-0:12 Sequence
-0:12 move second child to first child ( temp 4-component vector of bool)
-0:12 'r01' ( temp 4-component vector of bool)
-0:12 logical-and ( temp 4-component vector of bool)
-0:12 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:12 Constant:
-0:12 0 (const uint)
-0:12 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:12 Constant:
-0:12 1 (const uint)
-0:13 Sequence
-0:13 move second child to first child ( temp 4-component vector of bool)
-0:13 'r02' ( temp 4-component vector of bool)
-0:13 logical-or ( temp 4-component vector of bool)
-0:13 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:13 Constant:
-0:13 0 (const uint)
-0:13 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:13 Constant:
-0:13 1 (const uint)
-0:15 Sequence
-0:15 move second child to first child ( temp 4-component vector of bool)
-0:15 'r10' ( temp 4-component vector of bool)
-0:15 logical-and ( temp 4-component vector of bool)
-0:15 Construct bvec4 ( uniform 4-component vector of bool)
-0:15 b1a: direct index for structure ( uniform bool)
-0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:15 Constant:
-0:15 2 (const uint)
-0:15 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:15 Constant:
-0:15 1 (const uint)
-0:16 Sequence
-0:16 move second child to first child ( temp 4-component vector of bool)
-0:16 'r11' ( temp 4-component vector of bool)
-0:16 logical-or ( temp 4-component vector of bool)
-0:16 Construct bvec4 ( uniform 4-component vector of bool)
-0:16 b1a: direct index for structure ( uniform bool)
-0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:16 Constant:
-0:16 2 (const uint)
-0:16 b4b: direct index for structure ( uniform 4-component vector of bool)
-0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:16 Constant:
-0:16 1 (const uint)
-0:18 Sequence
-0:18 move second child to first child ( temp 4-component vector of bool)
-0:18 'r20' ( temp 4-component vector of bool)
-0:18 logical-and ( temp 4-component vector of bool)
-0:18 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:18 Constant:
-0:18 0 (const uint)
-0:18 Construct bvec4 ( uniform 4-component vector of bool)
-0:18 b1b: direct index for structure ( uniform bool)
-0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:18 Constant:
-0:18 3 (const uint)
-0:19 Sequence
-0:19 move second child to first child ( temp 4-component vector of bool)
-0:19 'r21' ( temp 4-component vector of bool)
-0:19 logical-or ( temp 4-component vector of bool)
-0:19 b4a: direct index for structure ( uniform 4-component vector of bool)
-0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:19 Constant:
-0:19 0 (const uint)
-0:19 Construct bvec4 ( uniform 4-component vector of bool)
-0:19 b1b: direct index for structure ( uniform bool)
-0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:19 Constant:
-0:19 3 (const uint)
-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})
-0:22 Constant:
-0:22 0 (const int)
-0:22 Convert bool to float ( temp 4-component vector of float)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 logical-or ( temp 4-component vector of bool)
-0:22 'r00' ( temp 4-component vector of bool)
-0:22 'r01' ( temp 4-component vector of bool)
-0:22 'r02' ( temp 4-component vector of bool)
-0:22 'r10' ( temp 4-component vector of bool)
-0:22 'r11' ( temp 4-component vector of bool)
-0:22 'r20' ( temp 4-component vector of bool)
-0:22 'r21' ( temp 4-component vector of bool)
-0:23 Branch: Return with expression
-0:23 'psout' ( temp structure{ temp 4-component vector of float Color})
-0:10 Function Definition: main( ( temp void)
-0:10 Function Parameters:
-0:? Sequence
-0:10 Sequence
-0:10 move second child to first child ( temp 4-component vector of float)
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-0:10 Color: direct index for structure ( temp 4-component vector of float)
-0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
-0:10 Constant:
-0:10 0 (const int)
-0:? Linker Objects
-0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
-0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
-
-// Module Version 10000
-// Generated by (magic number): 80008
-// Id's are bound by 115
-
- Capability Shader
- 1: ExtInstImport "GLSL.std.450"
- MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "main" 112
- ExecutionMode 4 OriginUpperLeft
- Source HLSL 500
- Name 4 "main"
- Name 8 "PS_OUTPUT"
- MemberName 8(PS_OUTPUT) 0 "Color"
- Name 10 "@main("
- Name 15 "r00"
- Name 18 "$Global"
- MemberName 18($Global) 0 "b4a"
- MemberName 18($Global) 1 "b4b"
- MemberName 18($Global) 2 "b1a"
- MemberName 18($Global) 3 "b1b"
- Name 20 ""
- Name 30 "r01"
- Name 39 "r02"
- Name 47 "r10"
- Name 58 "r11"
- Name 67 "r20"
- Name 77 "r21"
- Name 87 "psout"
- Name 112 "@entryPointOutput.Color"
- MemberDecorate 18($Global) 0 Offset 0
- MemberDecorate 18($Global) 1 Offset 16
- MemberDecorate 18($Global) 2 Offset 32
- MemberDecorate 18($Global) 3 Offset 36
- Decorate 18($Global) Block
- Decorate 20 DescriptorSet 0
- Decorate 20 Binding 0
- Decorate 112(@entryPointOutput.Color) Location 0
- 2: TypeVoid
- 3: TypeFunction 2
- 6: TypeFloat 32
- 7: TypeVector 6(float) 4
- 8(PS_OUTPUT): TypeStruct 7(fvec4)
- 9: TypeFunction 8(PS_OUTPUT)
- 12: TypeBool
- 13: TypeVector 12(bool) 4
- 14: TypePointer Function 13(bvec4)
- 16: TypeInt 32 0
- 17: TypeVector 16(int) 4
- 18($Global): TypeStruct 17(ivec4) 17(ivec4) 16(int) 16(int)
- 19: TypePointer Uniform 18($Global)
- 20: 19(ptr) Variable Uniform
- 21: TypeInt 32 1
- 22: 21(int) Constant 0
- 23: TypePointer Uniform 17(ivec4)
- 26: 16(int) Constant 0
- 27: 17(ivec4) ConstantComposite 26 26 26 26
- 34: 21(int) Constant 1
- 48: 21(int) Constant 2
- 49: TypePointer Uniform 16(int)
- 71: 21(int) Constant 3
- 86: TypePointer Function 8(PS_OUTPUT)
- 101: 6(float) Constant 0
- 102: 6(float) Constant 1065353216
- 103: 7(fvec4) ConstantComposite 101 101 101 101
- 104: 7(fvec4) ConstantComposite 102 102 102 102
- 106: TypePointer Function 7(fvec4)
- 111: TypePointer Output 7(fvec4)
-112(@entryPointOutput.Color): 111(ptr) Variable Output
- 4(main): 2 Function None 3
- 5: Label
- 113:8(PS_OUTPUT) FunctionCall 10(@main()
- 114: 7(fvec4) CompositeExtract 113 0
- Store 112(@entryPointOutput.Color) 114
- Return
- FunctionEnd
- 10(@main():8(PS_OUTPUT) Function None 9
- 11: Label
- 15(r00): 14(ptr) Variable Function
- 30(r01): 14(ptr) Variable Function
- 39(r02): 14(ptr) Variable Function
- 47(r10): 14(ptr) Variable Function
- 58(r11): 14(ptr) Variable Function
- 67(r20): 14(ptr) Variable Function
- 77(r21): 14(ptr) Variable Function
- 87(psout): 86(ptr) Variable Function
- 24: 23(ptr) AccessChain 20 22
- 25: 17(ivec4) Load 24
- 28: 13(bvec4) INotEqual 25 27
- 29: 13(bvec4) LogicalNot 28
- Store 15(r00) 29
- 31: 23(ptr) AccessChain 20 22
- 32: 17(ivec4) Load 31
- 33: 13(bvec4) INotEqual 32 27
- 35: 23(ptr) AccessChain 20 34
- 36: 17(ivec4) Load 35
- 37: 13(bvec4) INotEqual 36 27
- 38: 13(bvec4) LogicalAnd 33 37
- Store 30(r01) 38
- 40: 23(ptr) AccessChain 20 22
- 41: 17(ivec4) Load 40
- 42: 13(bvec4) INotEqual 41 27
- 43: 23(ptr) AccessChain 20 34
- 44: 17(ivec4) Load 43
- 45: 13(bvec4) INotEqual 44 27
- 46: 13(bvec4) LogicalOr 42 45
- Store 39(r02) 46
- 50: 49(ptr) AccessChain 20 48
- 51: 16(int) Load 50
- 52: 12(bool) INotEqual 51 26
- 53: 13(bvec4) CompositeConstruct 52 52 52 52
- 54: 23(ptr) AccessChain 20 34
- 55: 17(ivec4) Load 54
- 56: 13(bvec4) INotEqual 55 27
- 57: 13(bvec4) LogicalAnd 53 56
- Store 47(r10) 57
- 59: 49(ptr) AccessChain 20 48
- 60: 16(int) Load 59
- 61: 12(bool) INotEqual 60 26
- 62: 13(bvec4) CompositeConstruct 61 61 61 61
- 63: 23(ptr) AccessChain 20 34
- 64: 17(ivec4) Load 63
- 65: 13(bvec4) INotEqual 64 27
- 66: 13(bvec4) LogicalOr 62 65
- Store 58(r11) 66
- 68: 23(ptr) AccessChain 20 22
- 69: 17(ivec4) Load 68
- 70: 13(bvec4) INotEqual 69 27
- 72: 49(ptr) AccessChain 20 71
- 73: 16(int) Load 72
- 74: 12(bool) INotEqual 73 26
- 75: 13(bvec4) CompositeConstruct 74 74 74 74
- 76: 13(bvec4) LogicalAnd 70 75
- Store 67(r20) 76
- 78: 23(ptr) AccessChain 20 22
- 79: 17(ivec4) Load 78
- 80: 13(bvec4) INotEqual 79 27
- 81: 49(ptr) AccessChain 20 71
- 82: 16(int) Load 81
- 83: 12(bool) INotEqual 82 26
- 84: 13(bvec4) CompositeConstruct 83 83 83 83
- 85: 13(bvec4) LogicalOr 80 84
- Store 77(r21) 85
- 88: 13(bvec4) Load 15(r00)
- 89: 13(bvec4) Load 30(r01)
- 90: 13(bvec4) LogicalOr 88 89
- 91: 13(bvec4) Load 39(r02)
- 92: 13(bvec4) LogicalOr 90 91
- 93: 13(bvec4) Load 47(r10)
- 94: 13(bvec4) LogicalOr 92 93
- 95: 13(bvec4) Load 58(r11)
- 96: 13(bvec4) LogicalOr 94 95
- 97: 13(bvec4) Load 67(r20)
- 98: 13(bvec4) LogicalOr 96 97
- 99: 13(bvec4) Load 77(r21)
- 100: 13(bvec4) LogicalOr 98 99
- 105: 7(fvec4) Select 100 104 103
- 107: 106(ptr) AccessChain 87(psout) 22
- Store 107 105
- 108:8(PS_OUTPUT) Load 87(psout)
- ReturnValue 108
- FunctionEnd