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externals/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out
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199
externals/glslang/Test/baseResults/hlsl.intrinsics.promote.down.frag.out
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hlsl.intrinsics.promote.down.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure ( uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure ( uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure ( uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure ( uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
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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 50
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 47
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "color"
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Name 10 "@main("
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Name 14 "r00"
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Name 19 "$Global"
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MemberName 19($Global) 0 "i"
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MemberName 19($Global) 1 "u"
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MemberName 19($Global) 2 "f"
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MemberName 19($Global) 3 "b"
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MemberName 19($Global) 4 "i2"
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MemberName 19($Global) 5 "u2"
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MemberName 19($Global) 6 "f2"
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MemberName 19($Global) 7 "b2"
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Name 21 ""
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Name 29 "r01"
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Name 37 "ps_output"
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Name 47 "@entryPointOutput.color"
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MemberDecorate 19($Global) 0 Offset 0
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MemberDecorate 19($Global) 1 Offset 4
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MemberDecorate 19($Global) 2 Offset 8
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MemberDecorate 19($Global) 3 Offset 12
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MemberDecorate 19($Global) 4 Offset 16
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MemberDecorate 19($Global) 5 Offset 24
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MemberDecorate 19($Global) 6 Offset 32
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MemberDecorate 19($Global) 7 Offset 40
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Decorate 19($Global) Block
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Decorate 21 DescriptorSet 0
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Decorate 21 Binding 0
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Decorate 47(@entryPointOutput.color) Location 0
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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) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypeInt 32 0
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13: TypePointer Function 12(int)
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15: TypeInt 32 1
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16: TypeVector 15(int) 2
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17: TypeVector 12(int) 2
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18: TypeVector 6(float) 2
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19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2)
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20: TypePointer Uniform 19($Global)
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21: 20(ptr) Variable Uniform
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22: 15(int) Constant 2
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23: TypePointer Uniform 6(float)
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28: TypePointer Function 17(ivec2)
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30: 15(int) Constant 6
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31: TypePointer Uniform 18(fvec2)
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36: TypePointer Function 8(PS_OUTPUT)
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38: 15(int) Constant 0
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39: 6(float) Constant 0
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40: 7(fvec4) ConstantComposite 39 39 39 39
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41: TypePointer Function 7(fvec4)
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46: TypePointer Output 7(fvec4)
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47(@entryPointOutput.color): 46(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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48:8(PS_OUTPUT) FunctionCall 10(@main()
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49: 7(fvec4) CompositeExtract 48 0
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Store 47(@entryPointOutput.color) 49
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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14(r00): 13(ptr) Variable Function
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29(r01): 28(ptr) Variable Function
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37(ps_output): 36(ptr) Variable Function
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24: 23(ptr) AccessChain 21 22
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25: 6(float) Load 24
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26: 12(int) ConvertFToU 25
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27: 12(int) BitCount 26
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Store 14(r00) 27
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32: 31(ptr) AccessChain 21 30
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33: 18(fvec2) Load 32
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34: 17(ivec2) ConvertFToU 33
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35: 17(ivec2) BitReverse 34
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Store 29(r01) 35
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42: 41(ptr) AccessChain 37(ps_output) 38
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Store 42 40
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43:8(PS_OUTPUT) Load 37(ps_output)
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ReturnValue 43
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FunctionEnd
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