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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out541
1 files changed, 403 insertions, 138 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out
index 3c94ffaed18..c01e8fa7e03 100644
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out
@@ -6,35 +6,119 @@ WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
-0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
-0:34 Function Parameters:
-0:34 'input' (layout(location=0 ) in 4-component vector of float)
-0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
+0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
+0:40 Function Parameters:
+0:40 'input' ( in 4-component vector of float)
+0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Sequence
-0:39 Compare Equal (temp bool)
-0:39 's3' (temp structure{temp 3-component vector of bool b3})
-0:39 's3' (temp structure{temp 3-component vector of bool b3})
-0:40 move second child to first child (temp 4-component vector of float)
-0:40 i: direct index for structure (temp 4-component vector of float)
-0:40 's2' (global structure{temp 4-component vector of float i})
-0:40 Constant:
-0:40 0 (const int)
-0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
-0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
-0:40 Constant:
-0:40 6 (const int)
-0:42 Sequence
-0:42 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:42 'input' (layout(location=0 ) in 4-component vector of float)
-0:42 Branch: Return
+0:45 Compare Equal ( temp bool)
+0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
+0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
+0:46 move second child to first child ( temp 4-component vector of float)
+0:46 i: direct index for structure ( temp 4-component vector of float)
+0:46 's2' ( global structure{ temp 4-component vector of float i})
+0:46 Constant:
+0:46 0 (const int)
+0:46 ff4: direct index for structure ( temp 4-component vector of float)
+0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:46 Constant:
+0:46 7 (const int)
+0:50 move second child to first child ( temp structure{})
+0:50 'e' ( temp structure{})
+0:50 e: direct index for structure ( temp structure{})
+0:50 'ce' ( temp structure{ temp structure{} e})
+0:50 Constant:
+0:50 0 (const int)
+0:52 Branch: Return with expression
+0:52 'input' ( in 4-component vector of float)
+0:40 Function Definition: PixelShaderFunction( ( temp void)
+0:40 Function Parameters:
+0:? Sequence
+0:40 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)
+0:40 Sequence
+0:40 move second child to first child ( temp 4-component vector of float)
+0:40 a: direct index for structure ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 0 (const int)
+0:40 a: direct index for structure ( smooth temp 4-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 0 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 b: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 1 (const int)
+0:40 b: direct index for structure ( flat temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 1 (const int)
+0:40 move second child to first child ( temp 1-component vector of float)
+0:40 c: direct index for structure ( temp 1-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 2 (const int)
+0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 2 (const int)
+0:40 move second child to first child ( temp 2-component vector of float)
+0:40 d: direct index for structure ( temp 2-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 3 (const int)
+0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 3 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 ff1: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 4 (const int)
+0:? 's_ff1' ( in bool Face)
+0:40 move second child to first child ( temp bool)
+0:40 ff2: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 5 (const int)
+0:40 ff2: direct index for structure ( temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 4 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 ff3: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 6 (const int)
+0:40 ff3: direct index for structure ( temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 5 (const int)
+0:40 move second child to first child ( temp 4-component vector of float)
+0:40 ff4: direct index for structure ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 7 (const int)
+0:40 ff4: direct index for structure ( temp 4-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 6 (const int)
+0:40 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
-0:? 's2' (global structure{temp 4-component vector of float i})
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
-0:? 's_ff1' (in bool Face)
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
+0:? 's2' ( global structure{ temp 4-component vector of float i})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
+0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:? 's_ff1' ( in bool Face)
Linked fragment stage:
@@ -43,131 +127,312 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
-0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
-0:34 Function Parameters:
-0:34 'input' (layout(location=0 ) in 4-component vector of float)
-0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
+0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
+0:40 Function Parameters:
+0:40 'input' ( in 4-component vector of float)
+0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:? Sequence
+0:45 Compare Equal ( temp bool)
+0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
+0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
+0:46 move second child to first child ( temp 4-component vector of float)
+0:46 i: direct index for structure ( temp 4-component vector of float)
+0:46 's2' ( global structure{ temp 4-component vector of float i})
+0:46 Constant:
+0:46 0 (const int)
+0:46 ff4: direct index for structure ( temp 4-component vector of float)
+0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:46 Constant:
+0:46 7 (const int)
+0:50 move second child to first child ( temp structure{})
+0:50 'e' ( temp structure{})
+0:50 e: direct index for structure ( temp structure{})
+0:50 'ce' ( temp structure{ temp structure{} e})
+0:50 Constant:
+0:50 0 (const int)
+0:52 Branch: Return with expression
+0:52 'input' ( in 4-component vector of float)
+0:40 Function Definition: PixelShaderFunction( ( temp void)
+0:40 Function Parameters:
0:? Sequence
-0:39 Compare Equal (temp bool)
-0:39 's3' (temp structure{temp 3-component vector of bool b3})
-0:39 's3' (temp structure{temp 3-component vector of bool b3})
-0:40 move second child to first child (temp 4-component vector of float)
-0:40 i: direct index for structure (temp 4-component vector of float)
-0:40 's2' (global structure{temp 4-component vector of float i})
-0:40 Constant:
-0:40 0 (const int)
-0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
-0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
-0:40 Constant:
-0:40 6 (const int)
-0:42 Sequence
-0:42 move second child to first child (temp 4-component vector of float)
-0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
-0:42 'input' (layout(location=0 ) in 4-component vector of float)
-0:42 Branch: Return
+0:40 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)
+0:40 Sequence
+0:40 move second child to first child ( temp 4-component vector of float)
+0:40 a: direct index for structure ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 0 (const int)
+0:40 a: direct index for structure ( smooth temp 4-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 0 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 b: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 1 (const int)
+0:40 b: direct index for structure ( flat temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 1 (const int)
+0:40 move second child to first child ( temp 1-component vector of float)
+0:40 c: direct index for structure ( temp 1-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 2 (const int)
+0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 2 (const int)
+0:40 move second child to first child ( temp 2-component vector of float)
+0:40 d: direct index for structure ( temp 2-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 3 (const int)
+0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 3 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 ff1: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 4 (const int)
+0:? 's_ff1' ( in bool Face)
+0:40 move second child to first child ( temp bool)
+0:40 ff2: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 5 (const int)
+0:40 ff2: direct index for structure ( temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 4 (const int)
+0:40 move second child to first child ( temp bool)
+0:40 ff3: direct index for structure ( temp bool)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 6 (const int)
+0:40 ff3: direct index for structure ( temp bool)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 5 (const int)
+0:40 move second child to first child ( temp 4-component vector of float)
+0:40 ff4: direct index for structure ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 7 (const int)
+0:40 ff4: direct index for structure ( temp 4-component vector of float)
+0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:40 Constant:
+0:40 6 (const int)
+0:40 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
+0:? 'input' ( temp 4-component vector of float)
+0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
-0:? 's2' (global structure{temp 4-component vector of float i})
-0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
-0:? 's_ff1' (in bool Face)
+0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
+0:? 's2' ( global structure{ temp 4-component vector of float i})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'input' (layout( location=0) in 4-component vector of float)
+0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
+0:? 's_ff1' ( in bool Face)
// Module Version 10000
// Generated by (magic number): 80001
-// Id's are bound by 46
+// Id's are bound by 105
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
- EntryPoint Fragment 4 "PixelShaderFunction" 27 35 36 45
+ EntryPoint Fragment 4 "PixelShaderFunction" 51 56 79 94
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
- Name 8 "FS"
- MemberName 8(FS) 0 "b3"
- Name 10 "s3"
- Name 19 ""
- MemberName 19 0 "i"
- Name 21 "s2"
- Name 25 "IN_S"
- MemberName 25(IN_S) 0 "a"
- MemberName 25(IN_S) 1 "b"
- MemberName 25(IN_S) 2 "c"
- MemberName 25(IN_S) 3 "d"
- MemberName 25(IN_S) 4 "ff2"
- MemberName 25(IN_S) 5 "ff3"
- MemberName 25(IN_S) 6 "ff4"
- Name 27 "s"
- Name 35 "@entryPointOutput"
- Name 36 "input"
- Name 40 "myS"
- MemberName 40(myS) 0 "b"
- MemberName 40(myS) 1 "c"
- MemberName 40(myS) 2 "a"
- MemberName 40(myS) 3 "d"
- Name 41 "$Global"
- MemberName 41($Global) 0 "s1"
- MemberName 41($Global) 1 "ff5"
- MemberName 41($Global) 2 "ff6"
- Name 43 ""
- Name 45 "s_ff1"
- Decorate 27(s) Location 1
- Decorate 35(@entryPointOutput) Location 0
- Decorate 36(input) Location 0
- MemberDecorate 40(myS) 0 Offset 0
- MemberDecorate 40(myS) 1 Offset 4
- MemberDecorate 40(myS) 2 Offset 16
- MemberDecorate 40(myS) 3 Offset 32
- MemberDecorate 41($Global) 0 Offset 0
- MemberDecorate 41($Global) 1 Offset 1620
- MemberDecorate 41($Global) 2 Offset 1636
- Decorate 41($Global) Block
- Decorate 43 DescriptorSet 0
- Decorate 45(s_ff1) BuiltIn FrontFacing
+ Name 11 "IN_S"
+ MemberName 11(IN_S) 0 "a"
+ MemberName 11(IN_S) 1 "b"
+ MemberName 11(IN_S) 2 "c"
+ MemberName 11(IN_S) 3 "d"
+ MemberName 11(IN_S) 4 "ff1"
+ MemberName 11(IN_S) 5 "ff2"
+ MemberName 11(IN_S) 6 "ff3"
+ MemberName 11(IN_S) 7 "ff4"
+ Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
+ Name 14 "input"
+ Name 15 "s"
+ Name 19 "FS"
+ MemberName 19(FS) 0 "b3"
+ Name 21 "s3"
+ Name 28 ""
+ MemberName 28 0 "i"
+ Name 30 "s2"
+ Name 38 "empty"
+ Name 40 "e"
+ Name 41 "containEmpty"
+ MemberName 41(containEmpty) 0 "e"
+ Name 43 "ce"
+ Name 49 "input"
+ Name 51 "input"
+ Name 53 "s"
+ Name 54 "IN_S"
+ MemberName 54(IN_S) 0 "a"
+ MemberName 54(IN_S) 1 "b"
+ MemberName 54(IN_S) 2 "c"
+ MemberName 54(IN_S) 3 "d"
+ MemberName 54(IN_S) 4 "ff2"
+ MemberName 54(IN_S) 5 "ff3"
+ MemberName 54(IN_S) 6 "ff4"
+ Name 56 "s"
+ Name 79 "s_ff1"
+ Name 94 "@entryPointOutput"
+ Name 95 "param"
+ Name 97 "param"
+ Name 101 "myS"
+ MemberName 101(myS) 0 "b"
+ MemberName 101(myS) 1 "c"
+ MemberName 101(myS) 2 "a"
+ MemberName 101(myS) 3 "d"
+ Name 102 "$Global"
+ MemberName 102($Global) 0 "s1"
+ MemberName 102($Global) 1 "ff5"
+ MemberName 102($Global) 2 "ff6"
+ Name 104 ""
+ Decorate 51(input) Location 0
+ MemberDecorate 54(IN_S) 1 Flat
+ MemberDecorate 54(IN_S) 2 NoPerspective
+ MemberDecorate 54(IN_S) 2 Centroid
+ MemberDecorate 54(IN_S) 3 Centroid
+ Decorate 56(s) Location 1
+ Decorate 79(s_ff1) BuiltIn FrontFacing
+ Decorate 94(@entryPointOutput) Location 0
+ MemberDecorate 101(myS) 0 Offset 0
+ MemberDecorate 101(myS) 1 Offset 4
+ MemberDecorate 101(myS) 2 Offset 16
+ MemberDecorate 101(myS) 3 Offset 32
+ MemberDecorate 102($Global) 0 Offset 0
+ MemberDecorate 102($Global) 1 Offset 1620
+ MemberDecorate 102($Global) 2 Offset 1636
+ Decorate 102($Global) Block
+ Decorate 104 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
- 6: TypeBool
- 7: TypeVector 6(bool) 3
- 8(FS): TypeStruct 7(bvec3)
- 9: TypePointer Function 8(FS)
- 17: TypeFloat 32
- 18: TypeVector 17(float) 4
- 19: TypeStruct 18(fvec4)
- 20: TypePointer Private 19(struct)
- 21(s2): 20(ptr) Variable Private
- 22: TypeInt 32 1
- 23: 22(int) Constant 0
- 24: TypeVector 17(float) 2
- 25(IN_S): TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 18(fvec4)
- 26: TypePointer Input 25(IN_S)
- 27(s): 26(ptr) Variable Input
- 28: 22(int) Constant 6
- 29: TypePointer Input 18(fvec4)
- 32: TypePointer Private 18(fvec4)
- 34: TypePointer Output 18(fvec4)
-35(@entryPointOutput): 34(ptr) Variable Output
- 36(input): 29(ptr) Variable Input
- 39: TypeInt 32 0
- 40(myS): TypeStruct 39(int) 39(int) 18(fvec4) 18(fvec4)
- 41($Global): TypeStruct 40(myS) 17(float) 17(float)
- 42: TypePointer Uniform 41($Global)
- 43: 42(ptr) Variable Uniform
- 44: TypePointer Input 6(bool)
- 45(s_ff1): 44(ptr) Variable Input
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Function 7(fvec4)
+ 9: TypeBool
+ 10: TypeVector 6(float) 2
+ 11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
+ 12: TypePointer Function 11(IN_S)
+ 13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
+ 18: TypeVector 9(bool) 3
+ 19(FS): TypeStruct 18(bvec3)
+ 20: TypePointer Function 19(FS)
+ 28: TypeStruct 7(fvec4)
+ 29: TypePointer Private 28(struct)
+ 30(s2): 29(ptr) Variable Private
+ 31: TypeInt 32 1
+ 32: 31(int) Constant 0
+ 33: 31(int) Constant 7
+ 36: TypePointer Private 7(fvec4)
+ 38(empty): TypeStruct
+ 39: TypePointer Function 38(empty)
+41(containEmpty): TypeStruct 38(empty)
+ 42: TypePointer Function 41(containEmpty)
+ 50: TypePointer Input 7(fvec4)
+ 51(input): 50(ptr) Variable Input
+ 54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
+ 55: TypePointer Input 54(IN_S)
+ 56(s): 55(ptr) Variable Input
+ 60: 31(int) Constant 1
+ 61: TypePointer Input 9(bool)
+ 64: TypePointer Function 9(bool)
+ 66: 31(int) Constant 2
+ 67: TypePointer Input 6(float)
+ 70: TypePointer Function 6(float)
+ 72: 31(int) Constant 3
+ 73: TypePointer Input 10(fvec2)
+ 76: TypePointer Function 10(fvec2)
+ 78: 31(int) Constant 4
+ 79(s_ff1): 61(ptr) Variable Input
+ 82: 31(int) Constant 5
+ 86: 31(int) Constant 6
+ 93: TypePointer Output 7(fvec4)
+94(@entryPointOutput): 93(ptr) Variable Output
+ 100: TypeInt 32 0
+ 101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4)
+ 102($Global): TypeStruct 101(myS) 6(float) 6(float)
+ 103: TypePointer Uniform 102($Global)
+ 104: 103(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
- 10(s3): 9(ptr) Variable Function
- 11: 8(FS) Load 10(s3)
- 12: 8(FS) Load 10(s3)
- 13: 7(bvec3) CompositeExtract 11 0
- 14: 7(bvec3) CompositeExtract 12 0
- 15: 7(bvec3) LogicalEqual 13 14
- 16: 6(bool) All 15
- 30: 29(ptr) AccessChain 27(s) 28
- 31: 18(fvec4) Load 30
- 33: 32(ptr) AccessChain 21(s2) 23
- Store 33 31
- 37: 18(fvec4) Load 36(input)
- Store 35(@entryPointOutput) 37
+ 49(input): 8(ptr) Variable Function
+ 53(s): 12(ptr) Variable Function
+ 95(param): 8(ptr) Variable Function
+ 97(param): 12(ptr) Variable Function
+ 52: 7(fvec4) Load 51(input)
+ Store 49(input) 52
+ 57: 50(ptr) AccessChain 56(s) 32
+ 58: 7(fvec4) Load 57
+ 59: 8(ptr) AccessChain 53(s) 32
+ Store 59 58
+ 62: 61(ptr) AccessChain 56(s) 60
+ 63: 9(bool) Load 62
+ 65: 64(ptr) AccessChain 53(s) 60
+ Store 65 63
+ 68: 67(ptr) AccessChain 56(s) 66
+ 69: 6(float) Load 68
+ 71: 70(ptr) AccessChain 53(s) 66
+ Store 71 69
+ 74: 73(ptr) AccessChain 56(s) 72
+ 75: 10(fvec2) Load 74
+ 77: 76(ptr) AccessChain 53(s) 72
+ Store 77 75
+ 80: 9(bool) Load 79(s_ff1)
+ 81: 64(ptr) AccessChain 53(s) 78
+ Store 81 80
+ 83: 61(ptr) AccessChain 56(s) 78
+ 84: 9(bool) Load 83
+ 85: 64(ptr) AccessChain 53(s) 82
+ Store 85 84
+ 87: 61(ptr) AccessChain 56(s) 82
+ 88: 9(bool) Load 87
+ 89: 64(ptr) AccessChain 53(s) 86
+ Store 89 88
+ 90: 50(ptr) AccessChain 56(s) 86
+ 91: 7(fvec4) Load 90
+ 92: 8(ptr) AccessChain 53(s) 33
+ Store 92 91
+ 96: 7(fvec4) Load 49(input)
+ Store 95(param) 96
+ 98: 11(IN_S) Load 53(s)
+ Store 97(param) 98
+ 99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param)
+ Store 94(@entryPointOutput) 99
Return
FunctionEnd
+16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
+ 14(input): 8(ptr) FunctionParameter
+ 15(s): 12(ptr) FunctionParameter
+ 17: Label
+ 21(s3): 20(ptr) Variable Function
+ 40(e): 39(ptr) Variable Function
+ 43(ce): 42(ptr) Variable Function
+ 22: 19(FS) Load 21(s3)
+ 23: 19(FS) Load 21(s3)
+ 24: 18(bvec3) CompositeExtract 22 0
+ 25: 18(bvec3) CompositeExtract 23 0
+ 26: 18(bvec3) LogicalEqual 24 25
+ 27: 9(bool) All 26
+ 34: 8(ptr) AccessChain 15(s) 33
+ 35: 7(fvec4) Load 34
+ 37: 36(ptr) AccessChain 30(s2) 32
+ Store 37 35
+ 44: 39(ptr) AccessChain 43(ce) 32
+ 45: 38(empty) Load 44
+ Store 40(e) 45
+ 46: 7(fvec4) Load 14(input)
+ ReturnValue 46
+ FunctionEnd