glslang/Test/baseResults/hlsl.scalar2matrix.frag.out

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hlsl.scalar2matrix.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: Fn1(mf44; ( temp void)
0:2 Function Parameters:
0:2 'p' ( in 4X4 matrix of float)
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4X4 matrix of float)
0:10 'mat1' ( temp 4X4 matrix of float)
0:10 Constant:
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:11 Sequence
0:11 move second child to first child ( temp 4X4 matrix of float)
0:11 'mat2' ( temp 4X4 matrix of float)
0:11 Constant:
0:11 3.000000
0:11 3.100000
0:11 3.200000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:12 Sequence
0:12 move second child to first child ( temp 4X4 matrix of float)
0:12 'mat3' ( temp 4X4 matrix of float)
0:12 Constant:
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:16 move second child to first child ( temp 4X4 matrix of float)
0:16 'mat4' ( temp 4X4 matrix of float)
0:16 Constant:
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:17 move second child to first child ( temp 4X4 matrix of float)
0:17 'mat4' ( temp 4X4 matrix of float)
0:? Constant:
0:? 4.000000
0:? 4.100000
0:? 4.200000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'mat4' ( temp 4X4 matrix of float)
0:18 Constant:
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:20 matrix scale second child into first child ( temp 4X4 matrix of float)
0:20 'mat4' ( temp 4X4 matrix of float)
0:20 Constant:
0:20 0.750000
0:21 add second child into first child ( temp 4X4 matrix of float)
0:21 'mat4' ( temp 4X4 matrix of float)
0:21 Constant:
0:21 0.750000
0:22 subtract second child into first child ( temp 4X4 matrix of float)
0:22 'mat4' ( temp 4X4 matrix of float)
0:22 Constant:
0:22 0.500000
0:23 divide second child into first child ( temp 4X4 matrix of float)
0:23 'mat4' ( temp 4X4 matrix of float)
0:23 Constant:
0:23 2.000000
0:25 Function Call: Fn1(mf44; ( temp void)
0:25 Constant:
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:27 Branch: Return with expression
0:27 add ( temp 4-component vector of float)
0:27 add ( temp 4-component vector of float)
0:27 Constant:
0:27 0.300000
0:27 0.300000
0:27 0.300000
0:27 0.300000
0:27 direct index ( temp 4-component vector of float)
0:27 'mat1' ( temp 4X4 matrix of float)
0:27 Constant:
0:27 1 (const int)
0:27 direct index ( temp 4-component vector of float)
0:27 'mat4' ( temp 4X4 matrix of float)
0:27 Constant:
0:27 2 (const int)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
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
0:2 Function Definition: Fn1(mf44; ( temp void)
0:2 Function Parameters:
0:2 'p' ( in 4X4 matrix of float)
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4X4 matrix of float)
0:10 'mat1' ( temp 4X4 matrix of float)
0:10 Constant:
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:10 0.250000
0:11 Sequence
0:11 move second child to first child ( temp 4X4 matrix of float)
0:11 'mat2' ( temp 4X4 matrix of float)
0:11 Constant:
0:11 3.000000
0:11 3.100000
0:11 3.200000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:11 0.000000
0:12 Sequence
0:12 move second child to first child ( temp 4X4 matrix of float)
0:12 'mat3' ( temp 4X4 matrix of float)
0:12 Constant:
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:12 0.375000
0:16 move second child to first child ( temp 4X4 matrix of float)
0:16 'mat4' ( temp 4X4 matrix of float)
0:16 Constant:
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:16 0.750000
0:17 move second child to first child ( temp 4X4 matrix of float)
0:17 'mat4' ( temp 4X4 matrix of float)
0:? Constant:
0:? 4.000000
0:? 4.100000
0:? 4.200000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'mat4' ( temp 4X4 matrix of float)
0:18 Constant:
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:18 0.500000
0:20 matrix scale second child into first child ( temp 4X4 matrix of float)
0:20 'mat4' ( temp 4X4 matrix of float)
0:20 Constant:
0:20 0.750000
0:21 add second child into first child ( temp 4X4 matrix of float)
0:21 'mat4' ( temp 4X4 matrix of float)
0:21 Constant:
0:21 0.750000
0:22 subtract second child into first child ( temp 4X4 matrix of float)
0:22 'mat4' ( temp 4X4 matrix of float)
0:22 Constant:
0:22 0.500000
0:23 divide second child into first child ( temp 4X4 matrix of float)
0:23 'mat4' ( temp 4X4 matrix of float)
0:23 Constant:
0:23 2.000000
0:25 Function Call: Fn1(mf44; ( temp void)
0:25 Constant:
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:25 5.000000
0:27 Branch: Return with expression
0:27 add ( temp 4-component vector of float)
0:27 add ( temp 4-component vector of float)
0:27 Constant:
0:27 0.300000
0:27 0.300000
0:27 0.300000
0:27 0.300000
0:27 direct index ( temp 4-component vector of float)
0:27 'mat1' ( temp 4X4 matrix of float)
0:27 Constant:
0:27 1 (const int)
0:27 direct index ( temp 4-component vector of float)
0:27 'mat4' ( temp 4X4 matrix of float)
0:27 Constant:
0:27 2 (const int)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80002
// Id's are bound by 96
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 94
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 12 "Fn1(mf44;"
Name 11 "p"
Name 15 "@main("
Name 17 "mat1"
Name 21 "mat2"
Name 29 "mat3"
Name 33 "mat4"
Name 77 "param"
Name 94 "@entryPointOutput"
Decorate 94(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeMatrix 7(fvec4) 4
9: TypePointer Function 8
10: TypeFunction 2 9(ptr)
14: TypeFunction 7(fvec4)
18: 6(float) Constant 1048576000
19: 7(fvec4) ConstantComposite 18 18 18 18
20: 8 ConstantComposite 19 19 19 19
22: 6(float) Constant 1077936128
23: 6(float) Constant 1078355558
24: 6(float) Constant 1078774989
25: 6(float) Constant 0
26: 7(fvec4) ConstantComposite 22 23 24 25
27: 7(fvec4) ConstantComposite 25 25 25 25
28: 8 ConstantComposite 26 27 27 27
30: 6(float) Constant 1052770304
31: 7(fvec4) ConstantComposite 30 30 30 30
32: 8 ConstantComposite 31 31 31 31
34: 6(float) Constant 1061158912
35: 7(fvec4) ConstantComposite 34 34 34 34
36: 8 ConstantComposite 35 35 35 35
37: 6(float) Constant 1082130432
38: 6(float) Constant 1082340147
39: 6(float) Constant 1082549862
40: 7(fvec4) ConstantComposite 37 38 39 25
41: 8 ConstantComposite 40 27 27 27
42: 6(float) Constant 1056964608
43: 7(fvec4) ConstantComposite 42 42 42 42
44: 8 ConstantComposite 43 43 43 43
69: 6(float) Constant 1073741824
71: 6(float) Constant 1065353216
74: 6(float) Constant 1084227584
75: 7(fvec4) ConstantComposite 74 74 74 74
76: 8 ConstantComposite 75 75 75 75
79: 6(float) Constant 1050253722
80: 7(fvec4) ConstantComposite 79 79 79 79
81: TypeInt 32 1
82: 81(int) Constant 1
83: TypePointer Function 7(fvec4)
87: 81(int) Constant 2
93: TypePointer Output 7(fvec4)
94(@entryPointOutput): 93(ptr) Variable Output
4(main): 2 Function None 3
5: Label
95: 7(fvec4) FunctionCall 15(@main()
Store 94(@entryPointOutput) 95
Return
FunctionEnd
12(Fn1(mf44;): 2 Function None 10
11(p): 9(ptr) FunctionParameter
13: Label
Return
FunctionEnd
15(@main(): 7(fvec4) Function None 14
16: Label
17(mat1): 9(ptr) Variable Function
21(mat2): 9(ptr) Variable Function
29(mat3): 9(ptr) Variable Function
33(mat4): 9(ptr) Variable Function
77(param): 9(ptr) Variable Function
Store 17(mat1) 20
Store 21(mat2) 28
Store 29(mat3) 32
Store 33(mat4) 36
Store 33(mat4) 41
Store 33(mat4) 44
45: 8 Load 33(mat4)
46: 8 MatrixTimesScalar 45 34
Store 33(mat4) 46
47: 8 Load 33(mat4)
48: 7(fvec4) CompositeConstruct 34 34 34 34
49: 7(fvec4) CompositeExtract 47 0
50: 7(fvec4) FAdd 49 48
51: 7(fvec4) CompositeExtract 47 1
52: 7(fvec4) FAdd 51 48
53: 7(fvec4) CompositeExtract 47 2
54: 7(fvec4) FAdd 53 48
55: 7(fvec4) CompositeExtract 47 3
56: 7(fvec4) FAdd 55 48
57: 8 CompositeConstruct 50 52 54 56
Store 33(mat4) 57
58: 8 Load 33(mat4)
59: 7(fvec4) CompositeConstruct 42 42 42 42
60: 7(fvec4) CompositeExtract 58 0
61: 7(fvec4) FSub 60 59
62: 7(fvec4) CompositeExtract 58 1
63: 7(fvec4) FSub 62 59
64: 7(fvec4) CompositeExtract 58 2
65: 7(fvec4) FSub 64 59
66: 7(fvec4) CompositeExtract 58 3
67: 7(fvec4) FSub 66 59
68: 8 CompositeConstruct 61 63 65 67
Store 33(mat4) 68
70: 8 Load 33(mat4)
72: 6(float) FDiv 71 69
73: 8 MatrixTimesScalar 70 72
Store 33(mat4) 73
Store 77(param) 76
78: 2 FunctionCall 12(Fn1(mf44;) 77(param)
84: 83(ptr) AccessChain 17(mat1) 82
85: 7(fvec4) Load 84
86: 7(fvec4) FAdd 80 85
88: 83(ptr) AccessChain 33(mat4) 87
89: 7(fvec4) Load 88
90: 7(fvec4) FAdd 86 89
ReturnValue 90
FunctionEnd