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externals/glslang/Test/baseResults/hlsl.hull.void.tesc.out
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294
externals/glslang/Test/baseResults/hlsl.hull.void.tesc.out
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hlsl.hull.void.tesc
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Shader version: 500
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vertices = 3
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vertex spacing = fractional_even_spacing
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triangle order = ccw
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0:? Sequence
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0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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0:26 Function Parameters:
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0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? Sequence
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0:28 move second child to first child ( temp 3-component vector of float)
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0:28 cpoint: direct index for structure ( temp 3-component vector of float)
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0:28 'output' ( temp structure{ temp 3-component vector of float cpoint})
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0:28 Constant:
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0:28 0 (const int)
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0:28 cpoint: direct index for structure ( temp 3-component vector of float)
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0:28 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:28 Constant:
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0:28 0 (const int)
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0:28 Constant:
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0:28 0 (const int)
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0:29 Branch: Return with expression
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0:29 'output' ( temp structure{ temp 3-component vector of float cpoint})
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0:26 Function Definition: main( ( temp void)
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0:26 Function Parameters:
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0:? Sequence
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0:26 Sequence
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 0 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 0 (const int)
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 1 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 1 (const int)
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 2 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 2 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 indirect index (layout( location=0) out 3-component vector of float)
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0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
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0:? 'InvocationId' ( in uint InvocationID)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 0 (const int)
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0:? Barrier ( temp void)
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0:? Test condition and select ( temp void)
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0:? Condition
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0:? Compare Equal ( temp bool)
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0:? 'InvocationId' ( in uint InvocationID)
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0:? Constant:
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0:? 0 (const int)
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0:? true case
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0:? Sequence
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0:? Function Call: PCF( ( temp void)
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0:33 Function Definition: PCF( ( temp void)
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0:33 Function Parameters:
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0:? Linker Objects
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0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:? 'InvocationId' ( in uint InvocationID)
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Linked tessellation control stage:
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Shader version: 500
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vertices = 3
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vertex spacing = fractional_even_spacing
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triangle order = ccw
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0:? Sequence
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0:26 Function Definition: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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0:26 Function Parameters:
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0:26 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? Sequence
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0:28 move second child to first child ( temp 3-component vector of float)
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0:28 cpoint: direct index for structure ( temp 3-component vector of float)
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0:28 'output' ( temp structure{ temp 3-component vector of float cpoint})
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0:28 Constant:
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0:28 0 (const int)
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0:28 cpoint: direct index for structure ( temp 3-component vector of float)
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0:28 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:28 'ip' ( in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:28 Constant:
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0:28 0 (const int)
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0:28 Constant:
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0:28 0 (const int)
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0:29 Branch: Return with expression
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0:29 'output' ( temp structure{ temp 3-component vector of float cpoint})
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0:26 Function Definition: main( ( temp void)
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0:26 Function Parameters:
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0:? Sequence
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0:26 Sequence
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 0 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 0 (const int)
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 1 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 1 (const int)
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 direct index ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 2 (const int)
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0:26 Constant:
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0:26 0 (const int)
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0:26 direct index (layout( location=0) in 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:26 Constant:
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0:26 2 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 3-component vector of float)
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0:26 indirect index (layout( location=0) out 3-component vector of float)
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0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
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0:? 'InvocationId' ( in uint InvocationID)
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0:26 cpoint: direct index for structure ( temp 3-component vector of float)
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0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 Constant:
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0:26 0 (const int)
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0:? Barrier ( temp void)
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0:? Test condition and select ( temp void)
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0:? Condition
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0:? Compare Equal ( temp bool)
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0:? 'InvocationId' ( in uint InvocationID)
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0:? Constant:
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0:? 0 (const int)
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0:? true case
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0:? Sequence
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0:? Function Call: PCF( ( temp void)
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0:33 Function Definition: PCF( ( temp void)
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0:33 Function Parameters:
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0:? Linker Objects
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0:? '@entryPointOutput.cpoint' (layout( location=0) out 3-element array of 3-component vector of float)
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0:? 'ip.cpoint' (layout( location=0) in 3-element array of 3-component vector of float)
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0:? 'InvocationId' ( in uint InvocationID)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 67
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Capability Tessellation
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint TessellationControl 4 "main" 34 48 50
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ExecutionMode 4 OutputVertices 3
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ExecutionMode 4 Triangles
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ExecutionMode 4 SpacingFractionalEven
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ExecutionMode 4 VertexOrderCcw
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Source HLSL 500
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Name 4 "main"
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Name 8 "VS_OUT"
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MemberName 8(VS_OUT) 0 "cpoint"
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Name 13 "HS_OUT"
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MemberName 13(HS_OUT) 0 "cpoint"
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Name 16 "@main(struct-VS_OUT-vf31[3];"
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Name 15 "ip"
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Name 18 "PCF("
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Name 21 "output"
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Name 31 "ip"
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Name 34 "ip.cpoint"
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Name 48 "@entryPointOutput.cpoint"
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Name 50 "InvocationId"
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Name 52 "param"
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Decorate 34(ip.cpoint) Location 0
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Decorate 48(@entryPointOutput.cpoint) Location 0
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Decorate 50(InvocationId) BuiltIn InvocationId
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 3
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8(VS_OUT): TypeStruct 7(fvec3)
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9: TypeInt 32 0
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10: 9(int) Constant 3
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11: TypeArray 8(VS_OUT) 10
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12: TypePointer Function 11
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13(HS_OUT): TypeStruct 7(fvec3)
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14: TypeFunction 13(HS_OUT) 12(ptr)
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20: TypePointer Function 13(HS_OUT)
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22: TypeInt 32 1
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23: 22(int) Constant 0
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24: TypePointer Function 7(fvec3)
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32: TypeArray 7(fvec3) 10
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33: TypePointer Input 32
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34(ip.cpoint): 33(ptr) Variable Input
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35: TypePointer Input 7(fvec3)
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39: 22(int) Constant 1
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43: 22(int) Constant 2
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47: TypePointer Output 32
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48(@entryPointOutput.cpoint): 47(ptr) Variable Output
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49: TypePointer Input 9(int)
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50(InvocationId): 49(ptr) Variable Input
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56: TypePointer Output 7(fvec3)
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58: 9(int) Constant 2
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59: 9(int) Constant 4
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60: 9(int) Constant 0
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62: TypeBool
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4(main): 2 Function None 3
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5: Label
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31(ip): 12(ptr) Variable Function
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52(param): 12(ptr) Variable Function
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36: 35(ptr) AccessChain 34(ip.cpoint) 23
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37: 7(fvec3) Load 36
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38: 24(ptr) AccessChain 31(ip) 23 23
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Store 38 37
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40: 35(ptr) AccessChain 34(ip.cpoint) 39
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41: 7(fvec3) Load 40
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42: 24(ptr) AccessChain 31(ip) 39 23
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Store 42 41
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44: 35(ptr) AccessChain 34(ip.cpoint) 43
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45: 7(fvec3) Load 44
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46: 24(ptr) AccessChain 31(ip) 43 23
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Store 46 45
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51: 9(int) Load 50(InvocationId)
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53: 11 Load 31(ip)
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Store 52(param) 53
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54: 13(HS_OUT) FunctionCall 16(@main(struct-VS_OUT-vf31[3];) 52(param)
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55: 7(fvec3) CompositeExtract 54 0
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57: 56(ptr) AccessChain 48(@entryPointOutput.cpoint) 51
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Store 57 55
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ControlBarrier 58 59 60
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61: 9(int) Load 50(InvocationId)
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63: 62(bool) IEqual 61 23
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SelectionMerge 65 None
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BranchConditional 63 64 65
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64: Label
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66: 2 FunctionCall 18(PCF()
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Branch 65
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65: Label
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Return
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FunctionEnd
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16(@main(struct-VS_OUT-vf31[3];): 13(HS_OUT) Function None 14
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15(ip): 12(ptr) FunctionParameter
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17: Label
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21(output): 20(ptr) Variable Function
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25: 24(ptr) AccessChain 15(ip) 23 23
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26: 7(fvec3) Load 25
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27: 24(ptr) AccessChain 21(output) 23
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Store 27 26
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28: 13(HS_OUT) Load 21(output)
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ReturnValue 28
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FunctionEnd
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18(PCF(): 2 Function None 3
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19: Label
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Return
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FunctionEnd
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