glslang/Test/baseResults/hlsl.gather.offsetarray.dx10.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

359 lines
18 KiB
Plaintext

hlsl.gather.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'txval20' ( temp 4-component vector of float)
0:25 textureGatherOffset ( temp 4-component vector of float)
0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:25 Constant:
0:25 0.100000
0:25 0.200000
0:25 0.300000
0:25 Constant:
0:25 1 (const int)
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int)
0:26 textureGatherOffset ( temp 4-component vector of int)
0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:26 Constant:
0:26 0.300000
0:26 0.400000
0:26 0.400000
0:26 Constant:
0:26 1 (const int)
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint)
0:27 textureGatherOffset ( temp 4-component vector of uint)
0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:27 Constant:
0:27 0.500000
0:27 0.600000
0:27 0.700000
0:27 Constant:
0:27 1 (const int)
0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'txval20' ( temp 4-component vector of float)
0:25 textureGatherOffset ( temp 4-component vector of float)
0:25 Construct combined texture-sampler ( temp sampler2DArray)
0:25 'g_tTex2df4' ( uniform texture2DArray)
0:25 'g_sSamp' (layout( binding=0) uniform sampler)
0:25 Constant:
0:25 0.100000
0:25 0.200000
0:25 0.300000
0:25 Constant:
0:25 1 (const int)
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp 4-component vector of int)
0:26 'txval21' ( temp 4-component vector of int)
0:26 textureGatherOffset ( temp 4-component vector of int)
0:26 Construct combined texture-sampler ( temp isampler2DArray)
0:26 'g_tTex2di4' ( uniform itexture2DArray)
0:26 'g_sSamp' (layout( binding=0) uniform sampler)
0:26 Constant:
0:26 0.300000
0:26 0.400000
0:26 0.400000
0:26 Constant:
0:26 1 (const int)
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of uint)
0:27 'txval22' ( temp 4-component vector of uint)
0:27 textureGatherOffset ( temp 4-component vector of uint)
0:27 Construct combined texture-sampler ( temp usampler2DArray)
0:27 'g_tTex2du4' ( uniform utexture2DArray)
0:27 'g_sSamp' (layout( binding=0) uniform sampler)
0:27 Constant:
0:27 0.500000
0:27 0.600000
0:27 0.700000
0:27 Constant:
0:27 1 (const int)
0:27 -1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4' ( uniform itexture1DArray)
0:? 'g_tTex1du4' ( uniform utexture1DArray)
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 97
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 80 84
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "txval20"
Name 16 "g_tTex2df4"
Name 20 "g_sSamp"
Name 37 "txval21"
Name 40 "g_tTex2di4"
Name 52 "txval22"
Name 55 "g_tTex2du4"
Name 68 "psout"
Name 77 "flattenTemp"
Name 80 "@entryPointOutput.Color"
Name 84 "@entryPointOutput.Depth"
Name 89 "g_tTex1df4a"
Name 90 "g_tTex1df4"
Name 93 "g_tTex1di4"
Name 96 "g_tTex1du4"
Decorate 16(g_tTex2df4) Binding 2
Decorate 16(g_tTex2df4) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 40(g_tTex2di4) Binding 3
Decorate 40(g_tTex2di4) DescriptorSet 0
Decorate 55(g_tTex2du4) Binding 4
Decorate 55(g_tTex2du4) DescriptorSet 0
Decorate 80(@entryPointOutput.Color) Location 0
Decorate 84(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 89(g_tTex1df4a) Binding 1
Decorate 89(g_tTex1df4a) DescriptorSet 0
Decorate 90(g_tTex1df4) Binding 0
Decorate 90(g_tTex1df4) DescriptorSet 0
Decorate 93(g_tTex1di4) Binding 0
Decorate 93(g_tTex1di4) DescriptorSet 0
Decorate 96(g_tTex1du4) Binding 0
Decorate 96(g_tTex1du4) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: TypeImage 6(float) 2D array sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex2df4): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 3
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 6(float) Constant 1050253722
28: 24(fvec3) ConstantComposite 25 26 27
29: TypeInt 32 1
30: TypeVector 29(int) 2
31: 29(int) Constant 1
32: 29(int) Constant 0
33: 30(ivec2) ConstantComposite 31 32
35: TypeVector 29(int) 4
36: TypePointer Function 35(ivec4)
38: TypeImage 29(int) 2D array sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex2di4): 39(ptr) Variable UniformConstant
43: TypeSampledImage 38
45: 6(float) Constant 1053609165
46: 24(fvec3) ConstantComposite 27 45 45
47: 30(ivec2) ConstantComposite 31 31
49: TypeInt 32 0
50: TypeVector 49(int) 4
51: TypePointer Function 50(ivec4)
53: TypeImage 49(int) 2D array sampled format:Unknown
54: TypePointer UniformConstant 53
55(g_tTex2du4): 54(ptr) Variable UniformConstant
58: TypeSampledImage 53
60: 6(float) Constant 1056964608
61: 6(float) Constant 1058642330
62: 6(float) Constant 1060320051
63: 24(fvec3) ConstantComposite 60 61 62
64: 29(int) Constant 4294967295
65: 30(ivec2) ConstantComposite 31 64
67: TypePointer Function 8(PS_OUTPUT)
69: 6(float) Constant 1065353216
70: 7(fvec4) ConstantComposite 69 69 69 69
72: TypePointer Function 6(float)
79: TypePointer Output 7(fvec4)
80(@entryPointOutput.Color): 79(ptr) Variable Output
83: TypePointer Output 6(float)
84(@entryPointOutput.Depth): 83(ptr) Variable Output
87: TypeImage 6(float) 1D array sampled format:Unknown
88: TypePointer UniformConstant 87
89(g_tTex1df4a): 88(ptr) Variable UniformConstant
90(g_tTex1df4): 88(ptr) Variable UniformConstant
91: TypeImage 29(int) 1D array sampled format:Unknown
92: TypePointer UniformConstant 91
93(g_tTex1di4): 92(ptr) Variable UniformConstant
94: TypeImage 49(int) 1D array sampled format:Unknown
95: TypePointer UniformConstant 94
96(g_tTex1du4): 95(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
77(flattenTemp): 67(ptr) Variable Function
78:8(PS_OUTPUT) FunctionCall 10(@main()
Store 77(flattenTemp) 78
81: 12(ptr) AccessChain 77(flattenTemp) 32
82: 7(fvec4) Load 81
Store 80(@entryPointOutput.Color) 82
85: 72(ptr) AccessChain 77(flattenTemp) 31
86: 6(float) Load 85
Store 84(@entryPointOutput.Depth) 86
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval20): 12(ptr) Variable Function
37(txval21): 36(ptr) Variable Function
52(txval22): 51(ptr) Variable Function
68(psout): 67(ptr) Variable Function
17: 14 Load 16(g_tTex2df4)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
34: 7(fvec4) ImageGather 23 28 32 ConstOffset 33
Store 13(txval20) 34
41: 38 Load 40(g_tTex2di4)
42: 18 Load 20(g_sSamp)
44: 43 SampledImage 41 42
48: 35(ivec4) ImageGather 44 46 32 ConstOffset 47
Store 37(txval21) 48
56: 53 Load 55(g_tTex2du4)
57: 18 Load 20(g_sSamp)
59: 58 SampledImage 56 57
66: 50(ivec4) ImageGather 59 63 32 ConstOffset 65
Store 52(txval22) 66
71: 12(ptr) AccessChain 68(psout) 32
Store 71 70
73: 72(ptr) AccessChain 68(psout) 31
Store 73 69
74:8(PS_OUTPUT) Load 68(psout)
ReturnValue 74
FunctionEnd