glslang/Test/baseResults/hlsl.matpack-1.frag.out
Steven Perron 33c7e30860
Don't emit duplicate decorations. (#3635)
It is invalid if the same decoration is applied to the same id multiple
times. This adds a check before adding a decoration that the decoration
is not already in the list. If it is, then the duplicate is not added.

Fixes #3627
2024-06-28 19:16:59 -04:00

189 lines
15 KiB
Plaintext

hlsl.matpack-1.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:23 Function Definition: @main( ( temp 4-component vector of float)
0:23 Function Parameters:
0:? Sequence
0:25 Branch: Return with expression
0:24 add ( temp 4-component vector of float)
0:24 vector-times-matrix ( temp 4-component vector of float)
0:24 vec1: direct index for structure ( temp 4-component vector of float)
0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:24 Constant:
0:24 0 (const uint)
0:24 Constant:
0:24 2 (const int)
0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:24 Constant:
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const int)
0:25 vector-times-matrix ( temp 4-component vector of float)
0:25 vec1: direct index for structure ( temp 4-component vector of float)
0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:25 Constant:
0:25 1 (const uint)
0:25 Constant:
0:25 1 (const int)
0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:25 Constant:
0:25 1 (const uint)
0:25 Constant:
0:25 0 (const int)
0:23 Function Definition: main( ( temp void)
0:23 Function Parameters:
0:? Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:23 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:23 Function Definition: @main( ( temp 4-component vector of float)
0:23 Function Parameters:
0:? Sequence
0:25 Branch: Return with expression
0:24 add ( temp 4-component vector of float)
0:24 vector-times-matrix ( temp 4-component vector of float)
0:24 vec1: direct index for structure ( temp 4-component vector of float)
0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:24 Constant:
0:24 0 (const uint)
0:24 Constant:
0:24 2 (const int)
0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:24 Constant:
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const int)
0:25 vector-times-matrix ( temp 4-component vector of float)
0:25 vec1: direct index for structure ( temp 4-component vector of float)
0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:25 Constant:
0:25 1 (const uint)
0:25 Constant:
0:25 1 (const int)
0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:25 Constant:
0:25 1 (const uint)
0:25 Constant:
0:25 0 (const int)
0:23 Function Definition: main( ( temp void)
0:23 Function Parameters:
0:? Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:23 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 39
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 37
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 12 "MyBuffer1"
MemberName 12(MyBuffer1) 0 "mat1"
MemberName 12(MyBuffer1) 1 "mat2"
MemberName 12(MyBuffer1) 2 "vec1"
MemberName 12(MyBuffer1) 3 "foo"
Name 13 "MyBuffer2"
MemberName 13(MyBuffer2) 0 "mat1"
MemberName 13(MyBuffer2) 1 "vec1"
Name 14 "Example"
MemberName 14(Example) 0 "g_MyBuffer1"
MemberName 14(Example) 1 "g_MyBuffer2"
MemberName 14(Example) 2 "mat1a"
Name 16 ""
Name 37 "@entryPointOutput"
MemberDecorate 12(MyBuffer1) 0 RowMajor
MemberDecorate 12(MyBuffer1) 0 MatrixStride 16
MemberDecorate 12(MyBuffer1) 0 Offset 0
MemberDecorate 12(MyBuffer1) 1 ColMajor
MemberDecorate 12(MyBuffer1) 1 MatrixStride 16
MemberDecorate 12(MyBuffer1) 1 Offset 64
MemberDecorate 12(MyBuffer1) 2 Offset 128
MemberDecorate 12(MyBuffer1) 3 Offset 144
MemberDecorate 13(MyBuffer2) 0 ColMajor
MemberDecorate 13(MyBuffer2) 0 MatrixStride 16
MemberDecorate 13(MyBuffer2) 0 Offset 0
MemberDecorate 13(MyBuffer2) 1 Offset 64
Decorate 14(Example) Block
MemberDecorate 14(Example) 0 Offset 0
MemberDecorate 14(Example) 1 Offset 160
MemberDecorate 14(Example) 2 RowMajor
MemberDecorate 14(Example) 2 MatrixStride 16
MemberDecorate 14(Example) 2 Offset 240
Decorate 16 Binding 0
Decorate 16 DescriptorSet 0
Decorate 37(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeMatrix 7(fvec4) 4
12(MyBuffer1): TypeStruct 11 11 7(fvec4) 6(float)
13(MyBuffer2): TypeStruct 11 7(fvec4)
14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11
15: TypePointer Uniform 14(Example)
16: 15(ptr) Variable Uniform
17: TypeInt 32 1
18: 17(int) Constant 0
19: 17(int) Constant 2
20: TypePointer Uniform 7(fvec4)
23: TypePointer Uniform 11
27: 17(int) Constant 1
36: TypePointer Output 7(fvec4)
37(@entryPointOutput): 36(ptr) Variable Output
4(main): 2 Function None 3
5: Label
38: 7(fvec4) FunctionCall 9(@main()
Store 37(@entryPointOutput) 38
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
21: 20(ptr) AccessChain 16 18 19
22: 7(fvec4) Load 21
24: 23(ptr) AccessChain 16 18 18
25: 11 Load 24
26: 7(fvec4) VectorTimesMatrix 22 25
28: 20(ptr) AccessChain 16 27 27
29: 7(fvec4) Load 28
30: 23(ptr) AccessChain 16 27 18
31: 11 Load 30
32: 7(fvec4) VectorTimesMatrix 29 31
33: 7(fvec4) FAdd 26 32
ReturnValue 33
FunctionEnd