glslang/Test/baseResults/hlsl.flattenSubset.frag.out

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hlsl.flattenSubset.frag
WARNING: AST will form illegal SPIR-V; need to transform to legalize
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 'vpos' ( in 4-component vector of float)
0:? Sequence
0:33 move second child to first child ( temp sampler)
0:? 's1.s0.ss' ( temp sampler)
0:33 'samp' ( uniform sampler)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:? 's2.resources.b' ( temp float)
0:? 's1.b' ( temp float)
0:34 move second child to first child ( temp sampler)
0:? 's2.resources.samplerState' ( temp sampler)
0:? 's1.samplerState' ( temp sampler)
0:34 move second child to first child ( temp int)
0:? 's2.resources.s0.x' ( temp int)
0:? 's1.s0.x' ( temp int)
0:34 move second child to first child ( temp int)
0:? 's2.resources.s0.y' ( temp int)
0:? 's1.s0.y' ( temp int)
0:34 move second child to first child ( temp sampler)
0:? 's2.resources.s0.ss' ( temp sampler)
0:? 's1.s0.ss' ( temp sampler)
0:34 move second child to first child ( temp int)
0:? 's2.resources.a' ( temp int)
0:? 's1.a' ( temp int)
0:35 Branch: Return with expression
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'tex' ( uniform texture2D)
0:? 's2.resources.s0.ss' ( temp sampler)
0:35 Constant:
0:35 0.500000
0:35 0.500000
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'samp' ( uniform sampler)
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 'vpos' ( in 4-component vector of float)
0:? Sequence
0:33 move second child to first child ( temp sampler)
0:? 's1.s0.ss' ( temp sampler)
0:33 'samp' ( uniform sampler)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:? 's2.resources.b' ( temp float)
0:? 's1.b' ( temp float)
0:34 move second child to first child ( temp sampler)
0:? 's2.resources.samplerState' ( temp sampler)
0:? 's1.samplerState' ( temp sampler)
0:34 move second child to first child ( temp int)
0:? 's2.resources.s0.x' ( temp int)
0:? 's1.s0.x' ( temp int)
0:34 move second child to first child ( temp int)
0:? 's2.resources.s0.y' ( temp int)
0:? 's1.s0.y' ( temp int)
0:34 move second child to first child ( temp sampler)
0:? 's2.resources.s0.ss' ( temp sampler)
0:? 's1.s0.ss' ( temp sampler)
0:34 move second child to first child ( temp int)
0:? 's2.resources.a' ( temp int)
0:? 's1.a' ( temp int)
0:35 Branch: Return with expression
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'tex' ( uniform texture2D)
0:? 's2.resources.s0.ss' ( temp sampler)
0:35 Constant:
0:35 0.500000
0:35 0.500000
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'samp' ( uniform sampler)
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 61
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 54 57
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "vpos"
Name 15 "s1.s0.ss"
Name 17 "samp"
Name 20 "s2.resources.b"
Name 21 "s1.b"
Name 23 "s2.resources.samplerState"
Name 24 "s1.samplerState"
Name 28 "s2.resources.s0.x"
Name 29 "s1.s0.x"
Name 31 "s2.resources.s0.y"
Name 32 "s1.s0.y"
Name 34 "s2.resources.s0.ss"
Name 36 "s2.resources.a"
Name 37 "s1.a"
Name 41 "tex"
Name 52 "vpos"
Name 54 "vpos"
Name 57 "@entryPointOutput"
Name 58 "param"
Decorate 17(samp) DescriptorSet 0
Decorate 41(tex) DescriptorSet 0
Decorate 54(vpos) Location 0
Decorate 57(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypeSampler
14: TypePointer Function 13
16: TypePointer UniformConstant 13
17(samp): 16(ptr) Variable UniformConstant
19: TypePointer Function 6(float)
26: TypeInt 32 1
27: TypePointer Function 26(int)
39: TypeImage 6(float) 2D sampled format:Unknown
40: TypePointer UniformConstant 39
41(tex): 40(ptr) Variable UniformConstant
44: TypeSampledImage 39
46: TypeVector 6(float) 2
47: 6(float) Constant 1056964608
48: 46(fvec2) ConstantComposite 47 47
53: TypePointer Input 7(fvec4)
54(vpos): 53(ptr) Variable Input
56: TypePointer Output 7(fvec4)
57(@entryPointOutput): 56(ptr) Variable Output
4(main): 2 Function None 3
5: Label
52(vpos): 8(ptr) Variable Function
58(param): 8(ptr) Variable Function
55: 7(fvec4) Load 54(vpos)
Store 52(vpos) 55
59: 7(fvec4) Load 52(vpos)
Store 58(param) 59
60: 7(fvec4) FunctionCall 11(@main(vf4;) 58(param)
Store 57(@entryPointOutput) 60
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(vpos): 8(ptr) FunctionParameter
12: Label
15(s1.s0.ss): 14(ptr) Variable Function
20(s2.resources.b): 19(ptr) Variable Function
21(s1.b): 19(ptr) Variable Function
23(s2.resources.samplerState): 14(ptr) Variable Function
24(s1.samplerState): 14(ptr) Variable Function
28(s2.resources.s0.x): 27(ptr) Variable Function
29(s1.s0.x): 27(ptr) Variable Function
31(s2.resources.s0.y): 27(ptr) Variable Function
32(s1.s0.y): 27(ptr) Variable Function
34(s2.resources.s0.ss): 14(ptr) Variable Function
36(s2.resources.a): 27(ptr) Variable Function
37(s1.a): 27(ptr) Variable Function
18: 13 Load 17(samp)
Store 15(s1.s0.ss) 18
22: 6(float) Load 21(s1.b)
Store 20(s2.resources.b) 22
25: 13 Load 24(s1.samplerState)
Store 23(s2.resources.samplerState) 25
30: 26(int) Load 29(s1.s0.x)
Store 28(s2.resources.s0.x) 30
33: 26(int) Load 32(s1.s0.y)
Store 31(s2.resources.s0.y) 33
35: 13 Load 15(s1.s0.ss)
Store 34(s2.resources.s0.ss) 35
38: 26(int) Load 37(s1.a)
Store 36(s2.resources.a) 38
42: 39 Load 41(tex)
43: 13 Load 34(s2.resources.s0.ss)
45: 44 SampledImage 42 43
49: 7(fvec4) ImageSampleImplicitLod 45 48
ReturnValue 49
FunctionEnd