protot/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.inoutquals.frag.out

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hlsl.inoutquals.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; ( temp void)
0:8 Function Parameters:
0:8 'x' ( in float)
0:8 'y' ( out float)
0:8 'z' ( inout float)
0:? Sequence
0:9 move second child to first child ( temp float)
0:9 'y' ( out float)
0:9 'x' ( in float)
0:10 move second child to first child ( temp float)
0:10 'z' ( inout float)
0:10 'y' ( out float)
0:11 move second child to first child ( temp float)
0:11 'x' ( in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' ( in 4-component vector of float)
0:15 'sampleMask' ( out int)
0:? Sequence
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'x' ( temp float)
0:18 Constant:
0:18 7.000000
0:18 move second child to first child ( temp float)
0:18 'z' ( temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; ( temp void)
0:19 'x' ( temp float)
0:19 'y' ( temp float)
0:19 'z' ( temp float)
0:21 move second child to first child ( temp 4-component vector of float)
0:21 Color: direct index for structure ( temp 4-component vector of float)
0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:21 'x' ( temp float)
0:21 'y' ( temp float)
0:21 'z' ( temp float)
0:21 Constant:
0:21 1.000000
0:22 move second child to first child ( temp float)
0:22 Depth: direct index for structure ( temp float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index ( temp float)
0:22 'inpos' ( in 4-component vector of float)
0:22 Constant:
0:22 3 (const int)
0:24 Branch: Return with expression
0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'inpos' ( temp 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:15 move second child to first child ( temp int)
0:? 'sampleMask' ( out int SampleMaskIn)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out int SampleMaskIn)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; ( temp void)
0:8 Function Parameters:
0:8 'x' ( in float)
0:8 'y' ( out float)
0:8 'z' ( inout float)
0:? Sequence
0:9 move second child to first child ( temp float)
0:9 'y' ( out float)
0:9 'x' ( in float)
0:10 move second child to first child ( temp float)
0:10 'z' ( inout float)
0:10 'y' ( out float)
0:11 move second child to first child ( temp float)
0:11 'x' ( in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' ( in 4-component vector of float)
0:15 'sampleMask' ( out int)
0:? Sequence
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'x' ( temp float)
0:18 Constant:
0:18 7.000000
0:18 move second child to first child ( temp float)
0:18 'z' ( temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; ( temp void)
0:19 'x' ( temp float)
0:19 'y' ( temp float)
0:19 'z' ( temp float)
0:21 move second child to first child ( temp 4-component vector of float)
0:21 Color: direct index for structure ( temp 4-component vector of float)
0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:21 Constant:
0:21 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:21 'x' ( temp float)
0:21 'y' ( temp float)
0:21 'z' ( temp float)
0:21 Constant:
0:21 1.000000
0:22 move second child to first child ( temp float)
0:22 Depth: direct index for structure ( temp float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 1 (const int)
0:22 direct index ( temp float)
0:22 'inpos' ( in 4-component vector of float)
0:22 Constant:
0:22 3 (const int)
0:24 Branch: Return with expression
0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'inpos' ( temp 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:15 move second child to first child ( temp int)
0:? 'sampleMask' ( out int SampleMaskIn)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out int SampleMaskIn)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 80
Capability Shader
Capability SampleRateShading
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 60 70 74 78
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 12 "MyFunc(f1;f1;f1;"
Name 9 "x"
Name 10 "y"
Name 11 "z"
Name 18 "PS_OUTPUT"
MemberName 18(PS_OUTPUT) 0 "Color"
MemberName 18(PS_OUTPUT) 1 "Depth"
Name 22 "@main(vf4;i1;"
Name 20 "inpos"
Name 21 "sampleMask"
Name 27 "x"
Name 29 "z"
Name 31 "y"
Name 32 "param"
Name 34 "param"
Name 35 "param"
Name 41 "psout"
Name 58 "inpos"
Name 60 "inpos"
Name 62 "flattenTemp"
Name 63 "sampleMask"
Name 64 "param"
Name 66 "param"
Name 70 "Color"
Name 74 "Depth"
Name 78 "sampleMask"
Decorate 60(inpos) NoPerspective
Decorate 60(inpos) BuiltIn FragCoord
Decorate 70(Color) Location 0
Decorate 74(Depth) BuiltIn FragDepth
Decorate 78(sampleMask) BuiltIn SampleMask
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr)
14: TypeVector 6(float) 4
15: TypePointer Function 14(fvec4)
16: TypeInt 32 1
17: TypePointer Function 16(int)
18(PS_OUTPUT): TypeStruct 14(fvec4) 6(float)
19: TypeFunction 18(PS_OUTPUT) 15(ptr) 17(ptr)
26: 6(float) Constant 3212836864
28: 6(float) Constant 1088421888
30: 6(float) Constant 1077936128
40: TypePointer Function 18(PS_OUTPUT)
42: 16(int) Constant 0
46: 6(float) Constant 1065353216
49: 16(int) Constant 1
50: TypeInt 32 0
51: 50(int) Constant 3
59: TypePointer Input 14(fvec4)
60(inpos): 59(ptr) Variable Input
69: TypePointer Output 14(fvec4)
70(Color): 69(ptr) Variable Output
73: TypePointer Output 6(float)
74(Depth): 73(ptr) Variable Output
77: TypePointer Output 16(int)
78(sampleMask): 77(ptr) Variable Output
4(main): 2 Function None 3
5: Label
58(inpos): 15(ptr) Variable Function
62(flattenTemp): 40(ptr) Variable Function
63(sampleMask): 17(ptr) Variable Function
64(param): 15(ptr) Variable Function
66(param): 17(ptr) Variable Function
61: 14(fvec4) Load 60(inpos)
Store 58(inpos) 61
65: 14(fvec4) Load 58(inpos)
Store 64(param) 65
67:18(PS_OUTPUT) FunctionCall 22(@main(vf4;i1;) 64(param) 66(param)
68: 16(int) Load 66(param)
Store 63(sampleMask) 68
Store 62(flattenTemp) 67
71: 15(ptr) AccessChain 62(flattenTemp) 42
72: 14(fvec4) Load 71
Store 70(Color) 72
75: 7(ptr) AccessChain 62(flattenTemp) 49
76: 6(float) Load 75
Store 74(Depth) 76
79: 16(int) Load 63(sampleMask)
Store 78(sampleMask) 79
Return
FunctionEnd
12(MyFunc(f1;f1;f1;): 2 Function None 8
9(x): 7(ptr) FunctionParameter
10(y): 7(ptr) FunctionParameter
11(z): 7(ptr) FunctionParameter
13: Label
24: 6(float) Load 9(x)
Store 10(y) 24
25: 6(float) Load 10(y)
Store 11(z) 25
Store 9(x) 26
Return
FunctionEnd
22(@main(vf4;i1;):18(PS_OUTPUT) Function None 19
20(inpos): 15(ptr) FunctionParameter
21(sampleMask): 17(ptr) FunctionParameter
23: Label
27(x): 7(ptr) Variable Function
29(z): 7(ptr) Variable Function
31(y): 7(ptr) Variable Function
32(param): 7(ptr) Variable Function
34(param): 7(ptr) Variable Function
35(param): 7(ptr) Variable Function
41(psout): 40(ptr) Variable Function
Store 27(x) 28
Store 29(z) 30
33: 6(float) Load 27(x)
Store 32(param) 33
36: 6(float) Load 29(z)
Store 35(param) 36
37: 2 FunctionCall 12(MyFunc(f1;f1;f1;) 32(param) 34(param) 35(param)
38: 6(float) Load 34(param)
Store 31(y) 38
39: 6(float) Load 35(param)
Store 29(z) 39
43: 6(float) Load 27(x)
44: 6(float) Load 31(y)
45: 6(float) Load 29(z)
47: 14(fvec4) CompositeConstruct 43 44 45 46
48: 15(ptr) AccessChain 41(psout) 42
Store 48 47
52: 7(ptr) AccessChain 20(inpos) 51
53: 6(float) Load 52
54: 7(ptr) AccessChain 41(psout) 49
Store 54 53
55:18(PS_OUTPUT) Load 41(psout)
ReturnValue 55
FunctionEnd