From adfa0938a2b783a22c164e67d25055dd2025ac1c Mon Sep 17 00:00:00 2001 From: tgfrerer Date: Tue, 11 May 2021 09:42:11 +0100 Subject: [PATCH] fix error message for hlslGrammar::acceptConstructor Fix the error message for when an erroneous HLSL constructor statement is detected. Prior to this change, such error messages would not show correct file path and line number information. Additionally, update test data to account for updated error messages. --- Test/baseResults/hlsl.aliasOpaque.frag.out | 12 +- Test/baseResults/hlsl.array.frag.out | 40 +- .../hlsl.attribute.expression.comp.out | 20 +- .../hlsl.calculatelod.dx10.frag.out | 84 +- .../hlsl.calculatelodunclamped.dx10.frag.out | 84 +- Test/baseResults/hlsl.comparison.vec.frag.out | 20 +- Test/baseResults/hlsl.conditional.frag.out | 40 +- Test/baseResults/hlsl.constructexpr.frag.out | 24 +- Test/baseResults/hlsl.constructimat.frag.out | 396 ++--- Test/baseResults/hlsl.coverage.frag.out | 20 +- .../hlsl.earlydepthstencil.frag.out | 4 +- Test/baseResults/hlsl.flatten.return.frag.out | 32 +- Test/baseResults/hlsl.flattenOpaque.frag.out | 48 +- .../hlsl.flattenOpaqueInit.vert.out | 12 +- .../hlsl.flattenOpaqueInitMix.vert.out | 4 +- Test/baseResults/hlsl.flattenSubset2.frag.out | 20 +- .../hlsl.gather.array.dx10.frag.out | 108 +- .../hlsl.gather.basic.dx10.frag.out | 84 +- .../hlsl.gather.basic.dx10.vert.out | 104 +- .../hlsl.gather.offset.dx10.frag.out | 72 +- .../hlsl.gather.offsetarray.dx10.frag.out | 84 +- .../hlsl.gathercmpRGBA.offset.dx10.frag.out | 72 +- .../hlsl.getdimensions.dx10.vert.out | 20 +- Test/baseResults/hlsl.groupid.comp.out | 20 +- Test/baseResults/hlsl.gs-hs-mix.tesc.out | 12 +- .../hlsl.identifier.sample.frag.out | 20 +- Test/baseResults/hlsl.implicitBool.frag.out | 20 +- Test/baseResults/hlsl.init.frag.out | 68 +- Test/baseResults/hlsl.init2.frag.out | 176 +-- Test/baseResults/hlsl.inoutquals.frag.out | 4 +- .../baseResults/hlsl.intrinsic.frexp.frag.out | 48 +- .../baseResults/hlsl.intrinsic.frexp.vert.out | 48 +- Test/baseResults/hlsl.intrinsics.comp.out | 48 +- Test/baseResults/hlsl.intrinsics.frag.out | 416 ++--- .../hlsl.intrinsics.negative.comp.out | 48 +- .../hlsl.intrinsics.negative.frag.out | 176 +-- .../hlsl.intrinsics.negative.vert.out | 176 +-- .../hlsl.intrinsics.promote.down.frag.out | 20 +- Test/baseResults/hlsl.intrinsics.vert.out | 296 ++-- Test/baseResults/hlsl.layoutOverride.vert.out | 12 +- .../baseResults/hlsl.load.basic.dx10.vert.out | 20 +- Test/baseResults/hlsl.matType.bool.frag.out | 20 +- Test/baseResults/hlsl.matType.int.frag.out | 20 +- Test/baseResults/hlsl.mip.negative.frag.out | 16 +- Test/baseResults/hlsl.mip.negative2.frag.out | 12 +- Test/baseResults/hlsl.mip.operator.frag.out | 68 +- .../hlsl.nonstaticMemberFunction.frag.out | 72 +- Test/baseResults/hlsl.overload.frag.out | 8 +- Test/baseResults/hlsl.params.default.frag.out | 60 +- .../hlsl.params.default.negative.frag.out | 60 +- .../hlsl.partialFlattenLocal.vert.out | 32 +- Test/baseResults/hlsl.pp.line.frag.out | 4 +- Test/baseResults/hlsl.precedence.frag.out | 4 +- Test/baseResults/hlsl.promote.atomic.frag.out | 20 +- Test/baseResults/hlsl.promote.vec1.frag.out | 20 +- Test/baseResults/hlsl.promotions.frag.out | 4 +- Test/baseResults/hlsl.rw.bracket.frag.out | 136 +- .../hlsl.rw.scalar.bracket.frag.out | 16 +- Test/baseResults/hlsl.rw.swizzle.frag.out | 32 +- .../baseResults/hlsl.rw.vec2.bracket.frag.out | 124 +- .../hlsl.sample.array.dx10.frag.out | 144 +- .../hlsl.sample.basic.dx10.frag.out | 132 +- Test/baseResults/hlsl.sample.dx9.frag.out | 276 ++-- Test/baseResults/hlsl.sample.dx9.vert.out | 100 +- .../hlsl.sample.offset.dx10.frag.out | 168 +- .../hlsl.sample.offsetarray.dx10.frag.out | 120 +- .../hlsl.samplebias.array.dx10.frag.out | 144 +- .../hlsl.samplebias.basic.dx10.frag.out | 132 +- .../hlsl.samplebias.offset.dx10.frag.out | 168 +- .../hlsl.samplebias.offsetarray.dx10.frag.out | 120 +- .../hlsl.samplecmp.array.dx10.frag.out | 144 +- .../hlsl.samplecmp.basic.dx10.frag.out | 84 +- .../hlsl.samplecmp.negative.frag.out | 24 +- .../hlsl.samplecmp.negative2.frag.out | 24 +- .../hlsl.samplecmp.offset.dx10.frag.out | 72 +- .../hlsl.samplecmp.offsetarray.dx10.frag.out | 120 +- ...lsl.samplecmplevelzero.array.dx10.frag.out | 144 +- ...lsl.samplecmplevelzero.basic.dx10.frag.out | 84 +- ...sl.samplecmplevelzero.offset.dx10.frag.out | 72 +- ...mplecmplevelzero.offsetarray.dx10.frag.out | 120 +- .../hlsl.samplegrad.array.dx10.frag.out | 312 ++-- .../hlsl.samplegrad.basic.dx10.frag.out | 396 ++--- .../hlsl.samplegrad.basic.dx10.vert.out | 416 ++--- .../hlsl.samplegrad.offset.dx10.frag.out | 336 ++-- .../hlsl.samplegrad.offsetarray.dx10.frag.out | 192 +-- .../hlsl.samplelevel.array.dx10.frag.out | 144 +- .../hlsl.samplelevel.basic.dx10.frag.out | 132 +- .../hlsl.samplelevel.basic.dx10.vert.out | 152 +- .../hlsl.samplelevel.offset.dx10.frag.out | 168 +- ...hlsl.samplelevel.offsetarray.dx10.frag.out | 120 +- Test/baseResults/hlsl.scalar2matrix.frag.out | 68 +- Test/baseResults/hlsl.semantic-1.vert.out | 16 +- .../hlsl.singleArgIntPromo.vert.out | 20 +- .../hlsl.staticMemberFunction.frag.out | 40 +- Test/baseResults/hlsl.stringtoken.frag.out | 20 +- .../hlsl.struct.split.nested.geom.out | 32 +- .../hlsl.structbuffer.append.fn.frag.out | 20 +- .../hlsl.structbuffer.append.frag.out | 20 +- .../hlsl.structbuffer.byte.frag.out | 8 +- .../hlsl.structbuffer.coherent.frag.out | 4 +- Test/baseResults/hlsl.structbuffer.frag.out | 4 +- .../hlsl.structbuffer.incdec.frag.out | 4 +- .../baseResults/hlsl.structbuffer.rw.frag.out | 4 +- Test/baseResults/hlsl.swizzle.frag.out | 20 +- .../baseResults/hlsl.synthesizeInput.frag.out | 4 +- Test/baseResults/hlsl.targetStruct1.frag.out | 4 +- Test/baseResults/hlsl.targetStruct2.frag.out | 4 +- Test/baseResults/hlsl.templatetypes.frag.out | 560 +++---- Test/baseResults/hlsl.texture.struct.frag.out | 84 +- .../baseResults/hlsl.texture.subvec4.frag.out | 96 +- Test/baseResults/hlsl.this.frag.out | 48 +- Test/baseResults/hlsl.tx.overload.frag.out | 40 +- Test/baseResults/hlsl.type.half.frag.out | 20 +- .../hlsl.type.type.conversion.all.frag.out | 1392 ++++++++--------- .../hlsl.type.type.conversion.valid.frag.out | 1392 ++++++++--------- Test/baseResults/hlsl.wavequery.frag.out | 40 +- glslang/HLSL/hlslGrammar.cpp | 2 +- 117 files changed, 6243 insertions(+), 6243 deletions(-) diff --git a/Test/baseResults/hlsl.aliasOpaque.frag.out b/Test/baseResults/hlsl.aliasOpaque.frag.out index 9218a82b..b7c2c9e2 100644 --- a/Test/baseResults/hlsl.aliasOpaque.frag.out +++ b/Test/baseResults/hlsl.aliasOpaque.frag.out @@ -23,9 +23,9 @@ gl_FragCoord origin is upper left 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 Constant: 0:13 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:13 Constant: +0:13 0.200000 +0:13 0.300000 0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence @@ -96,9 +96,9 @@ gl_FragCoord origin is upper left 0:13 's' ( in structure{ temp sampler ss, temp float a, temp texture2D tex}) 0:13 Constant: 0:13 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:13 Constant: +0:13 0.200000 +0:13 0.300000 0:17 Function Definition: @main( ( temp 4-component vector of float) 0:17 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index 5b6afbdc..26917729 100644 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -5,21 +5,21 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:7 Constant: +0:7 1.000000 +0:7 2.000000 +0:7 3.000000 +0:7 4.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 +0:11 3.000000 +0:11 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) @@ -152,21 +152,21 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:7 Constant: +0:7 1.000000 +0:7 2.000000 +0:7 3.000000 +0:7 4.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 +0:11 3.000000 +0:11 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) diff --git a/Test/baseResults/hlsl.attribute.expression.comp.out b/Test/baseResults/hlsl.attribute.expression.comp.out index 3fc9b5bd..bee8efe0 100644 --- a/Test/baseResults/hlsl.attribute.expression.comp.out +++ b/Test/baseResults/hlsl.attribute.expression.comp.out @@ -23,11 +23,11 @@ local_size = (4, 6, 8) 0:11 Pre-Increment ( temp int) 0:11 'x' ( temp int) 0:14 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence @@ -66,11 +66,11 @@ local_size = (4, 6, 8) 0:11 Pre-Increment ( temp int) 0:11 'x' ( temp int) 0:14 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 4ee24818..d4367a09 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence @@ -63,9 +63,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -76,9 +76,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence @@ -89,10 +89,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence @@ -103,10 +103,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence @@ -117,10 +117,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) @@ -231,9 +231,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence @@ -244,9 +244,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence @@ -257,9 +257,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence @@ -270,10 +270,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence @@ -284,10 +284,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence @@ -298,10 +298,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index 6abe22c0..8a4be02d 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence @@ -63,9 +63,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 1 (const int) 0:34 Sequence @@ -76,9 +76,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 1 (const int) 0:36 Sequence @@ -89,10 +89,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 1 (const int) 0:37 Sequence @@ -103,10 +103,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -117,10 +117,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) @@ -231,9 +231,9 @@ using depth_any 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 0:32 Constant: 0:32 1 (const int) 0:33 Sequence @@ -244,9 +244,9 @@ using depth_any 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:33 Constant: +0:33 0.300000 +0:33 0.400000 0:33 Constant: 0:33 1 (const int) 0:34 Sequence @@ -257,9 +257,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:34 Constant: +0:34 0.500000 +0:34 0.600000 0:34 Constant: 0:34 1 (const int) 0:36 Sequence @@ -270,10 +270,10 @@ using depth_any 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 0:36 Constant: 0:36 1 (const int) 0:37 Sequence @@ -284,10 +284,10 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.400000 +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 1 (const int) 0:38 Sequence @@ -298,10 +298,10 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:38 Constant: +0:38 0.700000 +0:38 0.800000 +0:38 0.900000 0:38 Constant: 0:38 1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.comparison.vec.frag.out b/Test/baseResults/hlsl.comparison.vec.frag.out index 1bf2cedb..9fec4338 100644 --- a/Test/baseResults/hlsl.comparison.vec.frag.out +++ b/Test/baseResults/hlsl.comparison.vec.frag.out @@ -9,11 +9,11 @@ gl_FragCoord origin is upper left 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:5 Constant: +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'v01' ( temp float) @@ -142,11 +142,11 @@ gl_FragCoord origin is upper left 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'v04' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:5 Constant: +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 +0:5 0.000000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'v01' ( temp float) diff --git a/Test/baseResults/hlsl.conditional.frag.out b/Test/baseResults/hlsl.conditional.frag.out index 84396d58..99f2538c 100644 --- a/Test/baseResults/hlsl.conditional.frag.out +++ b/Test/baseResults/hlsl.conditional.frag.out @@ -228,17 +228,17 @@ gl_FragCoord origin is upper left 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:41 Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) -0:? Constant: -0:? true (const bool) -0:? false (const bool) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? Constant: -0:? 3.000000 -0:? 4.000000 +0:41 Constant: +0:41 true (const bool) +0:41 false (const bool) +0:41 Constant: +0:41 1.000000 +0:41 2.000000 +0:41 Constant: +0:41 3.000000 +0:41 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: @@ -491,17 +491,17 @@ gl_FragCoord origin is upper left 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:41 Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) -0:? Constant: -0:? true (const bool) -0:? false (const bool) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? Constant: -0:? 3.000000 -0:? 4.000000 +0:41 Constant: +0:41 true (const bool) +0:41 false (const bool) +0:41 Constant: +0:41 1.000000 +0:41 2.000000 +0:41 Constant: +0:41 3.000000 +0:41 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: diff --git a/Test/baseResults/hlsl.constructexpr.frag.out b/Test/baseResults/hlsl.constructexpr.frag.out index a6d387f3..7b25ae84 100644 --- a/Test/baseResults/hlsl.constructexpr.frag.out +++ b/Test/baseResults/hlsl.constructexpr.frag.out @@ -18,12 +18,12 @@ gl_FragCoord origin is upper left 0:11 Constant: 0:11 8 (const int) 0:12 Comma ( temp 2-component vector of float) -0:? Constant: -0:? 9.000000 -0:? 10.000000 -0:? Constant: -0:? 11.000000 -0:? 12.000000 +0:12 Constant: +0:12 9.000000 +0:12 10.000000 +0:12 Constant: +0:12 11.000000 +0:12 12.000000 0:15 move second child to first child ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) @@ -72,12 +72,12 @@ gl_FragCoord origin is upper left 0:11 Constant: 0:11 8 (const int) 0:12 Comma ( temp 2-component vector of float) -0:? Constant: -0:? 9.000000 -0:? 10.000000 -0:? Constant: -0:? 11.000000 -0:? 12.000000 +0:12 Constant: +0:12 9.000000 +0:12 10.000000 +0:12 Constant: +0:12 11.000000 +0:12 12.000000 0:15 move second child to first child ( temp 4-component vector of float) 0:15 color: direct index for structure ( temp 4-component vector of float) 0:15 'ps_output' ( temp structure{ temp 4-component vector of float color}) diff --git a/Test/baseResults/hlsl.constructimat.frag.out b/Test/baseResults/hlsl.constructimat.frag.out index d2d3d01d..a76ac6a9 100644 --- a/Test/baseResults/hlsl.constructimat.frag.out +++ b/Test/baseResults/hlsl.constructimat.frag.out @@ -28,23 +28,23 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:7 Constant: +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int) @@ -60,15 +60,15 @@ gl_FragCoord origin is upper left 0:12 Sequence 0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:12 Constant: +0:12 0 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 0 (const int) +0:12 0 (const int) +0:12 0 (const int) 0:16 Sequence 0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int) @@ -82,13 +82,13 @@ gl_FragCoord origin is upper left 0:17 Sequence 0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) +0:17 Constant: +0:17 0 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 0 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint) @@ -112,23 +112,23 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:23 Constant: +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) 0:27 Sequence 0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint) @@ -144,15 +144,15 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:28 Constant: +0:28 0 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) 0:32 Sequence 0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint) @@ -166,13 +166,13 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) +0:33 Constant: +0:33 0 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 0 (const uint) 0:38 Sequence 0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool) @@ -196,23 +196,23 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:39 Constant: +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool) @@ -228,15 +228,15 @@ gl_FragCoord origin is upper left 0:44 Sequence 0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:44 Constant: +0:44 false (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 false (const bool) +0:44 false (const bool) +0:44 false (const bool) 0:48 Sequence 0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool) @@ -250,13 +250,13 @@ gl_FragCoord origin is upper left 0:49 Sequence 0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:49 Constant: +0:49 false (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 false (const bool) 0:51 Branch: Return with expression 0:51 Constant: 0:51 0 (const int) @@ -302,23 +302,23 @@ gl_FragCoord origin is upper left 0:7 Sequence 0:7 move second child to first child ( temp 4X4 matrix of int) 0:7 'var444' ( temp 4X4 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:7 Constant: +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 1 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) +0:7 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4X2 matrix of int) 0:11 'var423' ( temp 4X2 matrix of int) @@ -334,15 +334,15 @@ gl_FragCoord origin is upper left 0:12 Sequence 0:12 move second child to first child ( temp 4X2 matrix of int) 0:12 'var424' ( temp 4X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) -0:? 0 (const int) -0:? 0 (const int) +0:12 Constant: +0:12 0 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 1 (const int) +0:12 0 (const int) +0:12 0 (const int) +0:12 0 (const int) 0:16 Sequence 0:16 move second child to first child ( temp 3X2 matrix of int) 0:16 'var323' ( temp 3X2 matrix of int) @@ -356,13 +356,13 @@ gl_FragCoord origin is upper left 0:17 Sequence 0:17 move second child to first child ( temp 3X2 matrix of int) 0:17 'var234' ( temp 3X2 matrix of int) -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) -0:? 0 (const int) +0:17 Constant: +0:17 0 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 1 (const int) +0:17 0 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4X4 matrix of uint) 0:22 'uvar443' ( temp 4X4 matrix of uint) @@ -386,23 +386,23 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 4X4 matrix of uint) 0:23 'uvar444' ( temp 4X4 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:23 Constant: +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 1 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) +0:23 0 (const uint) 0:27 Sequence 0:27 move second child to first child ( temp 4X2 matrix of uint) 0:27 'uvar423' ( temp 4X2 matrix of uint) @@ -418,15 +418,15 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 4X2 matrix of uint) 0:28 'uvar424' ( temp 4X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) -0:? 0 (const uint) +0:28 Constant: +0:28 0 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 1 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) +0:28 0 (const uint) 0:32 Sequence 0:32 move second child to first child ( temp 3X2 matrix of uint) 0:32 'uvar323' ( temp 3X2 matrix of uint) @@ -440,13 +440,13 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 3X2 matrix of uint) 0:33 'uvar234' ( temp 3X2 matrix of uint) -0:? Constant: -0:? 0 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 1 (const uint) -0:? 0 (const uint) +0:33 Constant: +0:33 0 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 1 (const uint) +0:33 0 (const uint) 0:38 Sequence 0:38 move second child to first child ( temp 4X4 matrix of bool) 0:38 'bvar443' ( temp 4X4 matrix of bool) @@ -470,23 +470,23 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 4X4 matrix of bool) 0:39 'bvar444' ( temp 4X4 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:39 Constant: +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 true (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) +0:39 false (const bool) 0:43 Sequence 0:43 move second child to first child ( temp 4X2 matrix of bool) 0:43 'bvar423' ( temp 4X2 matrix of bool) @@ -502,15 +502,15 @@ gl_FragCoord origin is upper left 0:44 Sequence 0:44 move second child to first child ( temp 4X2 matrix of bool) 0:44 'bvar424' ( temp 4X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) -0:? false (const bool) -0:? false (const bool) +0:44 Constant: +0:44 false (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 true (const bool) +0:44 false (const bool) +0:44 false (const bool) +0:44 false (const bool) 0:48 Sequence 0:48 move second child to first child ( temp 3X2 matrix of bool) 0:48 'bvar323' ( temp 3X2 matrix of bool) @@ -524,13 +524,13 @@ gl_FragCoord origin is upper left 0:49 Sequence 0:49 move second child to first child ( temp 3X2 matrix of bool) 0:49 'bvar234' ( temp 3X2 matrix of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:49 Constant: +0:49 false (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 true (const bool) +0:49 false (const bool) 0:51 Branch: Return with expression 0:51 Constant: 0:51 0 (const int) diff --git a/Test/baseResults/hlsl.coverage.frag.out b/Test/baseResults/hlsl.coverage.frag.out index cb81d562..7c44e1fb 100644 --- a/Test/baseResults/hlsl.coverage.frag.out +++ b/Test/baseResults/hlsl.coverage.frag.out @@ -11,11 +11,11 @@ gl_FragCoord origin is upper left 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 Constant: 0:17 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 1.000000 +0:17 0.000000 +0:17 0.000000 +0:17 1.000000 0:18 move second child to first child ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) @@ -72,11 +72,11 @@ gl_FragCoord origin is upper left 0:17 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) 0:17 Constant: 0:17 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 1.000000 +0:17 0.000000 +0:17 0.000000 +0:17 1.000000 0:18 move second child to first child ( temp uint) 0:18 nCoverageMask: direct index for structure ( temp uint) 0:18 'o' ( temp structure{ temp 4-component vector of float vColor, temp uint nCoverageMask}) diff --git a/Test/baseResults/hlsl.earlydepthstencil.frag.out b/Test/baseResults/hlsl.earlydepthstencil.frag.out index e6ad3594..34ca0062 100644 --- a/Test/baseResults/hlsl.earlydepthstencil.frag.out +++ b/Test/baseResults/hlsl.earlydepthstencil.frag.out @@ -11,7 +11,7 @@ using early_fragment_tests 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) -0:? Construct uvec2 ( temp 2-component vector of uint) +0:10 Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) @@ -67,7 +67,7 @@ using early_fragment_tests 0:10 'oldVal' ( temp uint) 0:10 imageAtomicExchange ( temp uint) 0:10 'Values' (layout( r32ui) uniform uimage2D) -0:? Construct uvec2 ( temp 2-component vector of uint) +0:10 Construct uvec2 ( temp 2-component vector of uint) 0:10 Convert float to uint ( temp uint) 0:10 direct index ( temp float) 0:10 Position: direct index for structure ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.flatten.return.frag.out b/Test/baseResults/hlsl.flatten.return.frag.out index ffb9dcc4..9a51f1fc 100644 --- a/Test/baseResults/hlsl.flatten.return.frag.out +++ b/Test/baseResults/hlsl.flatten.return.frag.out @@ -6,14 +6,14 @@ gl_FragCoord origin is upper left 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:12 Constant: +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 +0:12 4.000000 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence @@ -67,14 +67,14 @@ gl_FragCoord origin is upper left 0:11 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:12 Constant: +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 +0:12 4.000000 0:16 Function Definition: @main( ( temp structure{ temp 4-component vector of float color, temp float other_struct_member1, temp float other_struct_member2, temp float other_struct_member3}) 0:16 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaque.frag.out b/Test/baseResults/hlsl.flattenOpaque.frag.out index d63caf5c..9a29081b 100644 --- a/Test/baseResults/hlsl.flattenOpaque.frag.out +++ b/Test/baseResults/hlsl.flattenOpaque.frag.out @@ -15,9 +15,9 @@ gl_FragCoord origin is upper left 0:16 's' ( in structure{ temp sampler s2D}) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:16 Constant: +0:16 0.200000 +0:16 0.300000 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 's' ( in structure{ temp sampler s2D}) @@ -47,9 +47,9 @@ gl_FragCoord origin is upper left 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 Constant: 0:26 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:26 Constant: +0:26 0.200000 +0:26 0.300000 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) @@ -94,9 +94,9 @@ gl_FragCoord origin is upper left 0:37 0 (const int) 0:? 's.s2D' ( uniform sampler) 0:37 'aggShadow' ( temp structure{ temp sampler s2D}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:37 Constant: +0:37 0.200000 +0:37 0.300000 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Sequence @@ -129,9 +129,9 @@ gl_FragCoord origin is upper left 0:39 1 (const int) 0:? 's2.tex' ( uniform texture2D) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.200000 +0:39 0.300000 0:35 Function Definition: main( ( temp void) 0:35 Function Parameters: 0:? Sequence @@ -164,9 +164,9 @@ gl_FragCoord origin is upper left 0:16 's' ( in structure{ temp sampler s2D}) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:16 Constant: +0:16 0.200000 +0:16 0.300000 0:20 Function Definition: osCall2(struct-os-p11;vf2; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 's' ( in structure{ temp sampler s2D}) @@ -196,9 +196,9 @@ gl_FragCoord origin is upper left 0:26 's' ( in structure{ temp sampler s2D, temp texture2D tex}) 0:26 Constant: 0:26 0 (const int) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:26 Constant: +0:26 0.200000 +0:26 0.300000 0:30 Function Definition: os2Call2(struct-os2-p1-t211;vf2; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 's' ( in structure{ temp sampler s2D, temp texture2D tex}) @@ -243,9 +243,9 @@ gl_FragCoord origin is upper left 0:37 0 (const int) 0:? 's.s2D' ( uniform sampler) 0:37 'aggShadow' ( temp structure{ temp sampler s2D}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:37 Constant: +0:37 0.200000 +0:37 0.300000 0:38 Function Call: os2Call1(struct-os2-p1-t211; ( temp 4-component vector of float) 0:38 Comma ( temp structure{ temp sampler s2D, temp texture2D tex}) 0:38 Sequence @@ -278,9 +278,9 @@ gl_FragCoord origin is upper left 0:39 1 (const int) 0:? 's2.tex' ( uniform texture2D) 0:39 'aggShadow' ( temp structure{ temp sampler s2D, temp texture2D tex}) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.200000 +0:39 0.300000 0:35 Function Definition: main( ( temp void) 0:35 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaqueInit.vert.out b/Test/baseResults/hlsl.flattenOpaqueInit.vert.out index d27cadc5..10e83450 100644 --- a/Test/baseResults/hlsl.flattenOpaqueInit.vert.out +++ b/Test/baseResults/hlsl.flattenOpaqueInit.vert.out @@ -17,9 +17,9 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 Constant: 0:6 0 (const int) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:6 Constant: +0:6 0.300000 +0:6 0.400000 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Parameters: 0:? Sequence @@ -101,9 +101,9 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex}) 0:6 Constant: 0:6 0 (const int) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:6 Constant: +0:6 0.300000 +0:6 0.400000 0:10 Function Definition: fillOpaque( ( temp structure{ temp sampler smpl, temp texture2D tex}) 0:10 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out b/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out index 04f70091..c8d0b166 100644 --- a/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out +++ b/Test/baseResults/hlsl.flattenOpaqueInitMix.vert.out @@ -17,7 +17,7 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: 0:6 0 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:6 Construct vec2 ( temp 2-component vector of float) 0:6 f: direct index for structure ( temp float) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: @@ -72,7 +72,7 @@ Shader version: 500 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: 0:6 0 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:6 Construct vec2 ( temp 2-component vector of float) 0:6 f: direct index for structure ( temp float) 0:6 'tex' ( in structure{ temp sampler smpl, temp texture2D tex, temp float f}) 0:6 Constant: diff --git a/Test/baseResults/hlsl.flattenSubset2.frag.out b/Test/baseResults/hlsl.flattenSubset2.frag.out index bac9b30d..c3196378 100644 --- a/Test/baseResults/hlsl.flattenSubset2.frag.out +++ b/Test/baseResults/hlsl.flattenSubset2.frag.out @@ -52,11 +52,11 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:23 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence @@ -128,11 +128,11 @@ gl_FragCoord origin is upper left 0:21 Constant: 0:21 1.000000 0:23 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:8 Function Definition: main( ( temp void) 0:8 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index b679ac4c..e39d5a2a 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -13,10 +13,10 @@ using depth_any 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 +0:29 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) @@ -24,10 +24,10 @@ using depth_any 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:30 Constant: +0:30 0.300000 +0:30 0.400000 +0:30 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) @@ -35,10 +35,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:31 Constant: +0:31 0.500000 +0:31 0.600000 +0:31 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -46,11 +46,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -58,11 +58,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -70,11 +70,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -146,10 +146,10 @@ using depth_any 0:29 Construct combined texture-sampler ( temp sampler2DArray) 0:29 'g_tTex2df4a' ( uniform texture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 +0:29 0.300000 0:30 Sequence 0:30 move second child to first child ( temp 4-component vector of int) 0:30 'txval21' ( temp 4-component vector of int) @@ -157,10 +157,10 @@ using depth_any 0:30 Construct combined texture-sampler ( temp isampler2DArray) 0:30 'g_tTex2di4a' ( uniform itexture2DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:30 Constant: +0:30 0.300000 +0:30 0.400000 +0:30 0.500000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of uint) 0:31 'txval22' ( temp 4-component vector of uint) @@ -168,10 +168,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp usampler2DArray) 0:31 'g_tTex2du4a' ( uniform utexture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:31 Constant: +0:31 0.500000 +0:31 0.600000 +0:31 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -179,11 +179,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -191,11 +191,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -203,11 +203,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index c80c10f4..99efd614 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -23,9 +23,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -33,9 +33,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float) @@ -43,10 +43,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int) @@ -54,10 +54,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint) @@ -65,10 +65,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:44 move second child to first child ( temp 4-component vector of float) 0:44 Color: direct index for structure ( temp 4-component vector of float) 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -144,9 +144,9 @@ using depth_any 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -154,9 +154,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -164,9 +164,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'txval40' ( temp 4-component vector of float) @@ -174,10 +174,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp samplerCube) 0:40 'g_tTexcdf4' ( uniform textureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of int) 0:41 'txval41' ( temp 4-component vector of int) @@ -185,10 +185,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isamplerCube) 0:41 'g_tTexcdi4' ( uniform itextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of uint) 0:42 'txval42' ( temp 4-component vector of uint) @@ -196,10 +196,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usamplerCube) 0:42 'g_tTexcdu4' ( uniform utextureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:44 move second child to first child ( temp 4-component vector of float) 0:44 Color: direct index for structure ( temp 4-component vector of float) 0:44 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index fd0c958d..96525e0c 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -11,9 +11,9 @@ Shader version: 500 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -21,9 +21,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:34 Constant: +0:34 0.300000 +0:34 0.400000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -31,9 +31,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:35 Constant: +0:35 0.500000 +0:35 0.600000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float) @@ -41,10 +41,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int) @@ -52,10 +52,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint) @@ -63,20 +63,20 @@ Shader version: 500 0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:43 move second child to first child ( temp 4-component vector of float) 0:43 Pos: direct index for structure ( temp 4-component vector of float) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:45 Branch: Return with expression 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:28 Function Definition: main( ( temp void) @@ -123,9 +123,9 @@ Shader version: 500 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -133,9 +133,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:34 Constant: +0:34 0.300000 +0:34 0.400000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -143,9 +143,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:35 Constant: +0:35 0.500000 +0:35 0.600000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval40' ( temp 4-component vector of float) @@ -153,10 +153,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp samplerCube) 0:39 'g_tTexcdf4' ( uniform textureCube) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval41' ( temp 4-component vector of int) @@ -164,10 +164,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp isamplerCube) 0:40 'g_tTexcdi4' ( uniform itextureCube) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval42' ( temp 4-component vector of uint) @@ -175,20 +175,20 @@ Shader version: 500 0:41 Construct combined texture-sampler ( temp usamplerCube) 0:41 'g_tTexcdu4' ( uniform utextureCube) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:43 move second child to first child ( temp 4-component vector of float) 0:43 Pos: direct index for structure ( temp 4-component vector of float) 0:43 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:43 Constant: 0:43 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:45 Branch: Return with expression 0:45 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:28 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index 4e40f72d..59bd8da8 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -13,12 +13,12 @@ using depth_any 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -26,12 +26,12 @@ using depth_any 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:34 Constant: +0:34 0.300000 +0:34 0.400000 +0:34 Constant: +0:34 1 (const int) +0:34 1 (const int) 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -39,12 +39,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:35 Constant: +0:35 0.500000 +0:35 0.600000 +0:35 Constant: +0:35 1 (const int) +0:35 -1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -119,12 +119,12 @@ using depth_any 0:33 Construct combined texture-sampler ( temp sampler2D) 0:33 'g_tTex2df4' ( uniform texture2D) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of int) 0:34 'txval21' ( temp 4-component vector of int) @@ -132,12 +132,12 @@ using depth_any 0:34 Construct combined texture-sampler ( temp isampler2D) 0:34 'g_tTex2di4' ( uniform itexture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:34 Constant: +0:34 0.300000 +0:34 0.400000 +0:34 Constant: +0:34 1 (const int) +0:34 1 (const int) 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of uint) 0:35 'txval22' ( temp 4-component vector of uint) @@ -145,12 +145,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp usampler2D) 0:35 'g_tTex2du4' ( uniform utexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:35 Constant: +0:35 0.500000 +0:35 0.600000 +0:35 Constant: +0:35 1 (const int) +0:35 -1 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index 54b693f9..942bd923 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -13,13 +13,13 @@ using depth_any 0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:25 Constant: +0:25 0.100000 +0:25 0.200000 +0:25 0.300000 +0:25 Constant: +0:25 1 (const int) +0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int) @@ -27,13 +27,13 @@ using depth_any 0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:26 Constant: +0:26 0.300000 +0:26 0.400000 +0:26 0.400000 +0:26 Constant: +0:26 1 (const int) +0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint) @@ -41,13 +41,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:27 Constant: +0:27 0.500000 +0:27 0.600000 +0:27 0.700000 +0:27 Constant: +0:27 1 (const int) +0:27 -1 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -116,13 +116,13 @@ using depth_any 0:25 Construct combined texture-sampler ( temp sampler2DArray) 0:25 'g_tTex2df4' ( uniform texture2DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:25 Constant: +0:25 0.100000 +0:25 0.200000 +0:25 0.300000 +0:25 Constant: +0:25 1 (const int) +0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'txval21' ( temp 4-component vector of int) @@ -130,13 +130,13 @@ using depth_any 0:26 Construct combined texture-sampler ( temp isampler2DArray) 0:26 'g_tTex2di4' ( uniform itexture2DArray) 0:26 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:26 Constant: +0:26 0.300000 +0:26 0.400000 +0:26 0.400000 +0:26 Constant: +0:26 1 (const int) +0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of uint) 0:27 'txval22' ( temp 4-component vector of uint) @@ -144,13 +144,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp usampler2DArray) 0:27 'g_tTex2du4' ( uniform utexture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:27 Constant: +0:27 0.500000 +0:27 0.600000 +0:27 0.700000 +0:27 Constant: +0:27 1 (const int) +0:27 -1 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out index 8f45abc2..a858f15d 100644 --- a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out @@ -19,9 +19,9 @@ using depth_any 0:45 1 (const uint) 0:45 Constant: 0:45 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:45 Constant: +0:45 1 (const int) +0:45 0 (const int) 0:46 Sequence 0:46 move second child to first child ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int) @@ -35,9 +35,9 @@ using depth_any 0:46 1 (const uint) 0:46 Constant: 0:46 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:46 Constant: +0:46 1 (const int) +0:46 -1 (const int) 0:47 Sequence 0:47 move second child to first child ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint) @@ -51,9 +51,9 @@ using depth_any 0:47 1 (const uint) 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:47 Constant: +0:47 1 (const int) +0:47 1 (const int) 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float) @@ -133,9 +133,9 @@ using depth_any 0:53 1 (const uint) 0:53 Constant: 0:53 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:53 Constant: +0:53 1 (const int) +0:53 0 (const int) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int) @@ -149,9 +149,9 @@ using depth_any 0:54 1 (const uint) 0:54 Constant: 0:54 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:54 Constant: +0:54 1 (const int) +0:54 -1 (const int) 0:55 Sequence 0:55 move second child to first child ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint) @@ -165,9 +165,9 @@ using depth_any 0:55 1 (const uint) 0:55 Constant: 0:55 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:55 Constant: +0:55 1 (const int) +0:55 1 (const int) 0:110 move second child to first child ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -249,9 +249,9 @@ using depth_any 0:45 1 (const uint) 0:45 Constant: 0:45 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:45 Constant: +0:45 1 (const int) +0:45 0 (const int) 0:46 Sequence 0:46 move second child to first child ( temp 4-component vector of int) 0:46 'txval011' ( temp 4-component vector of int) @@ -265,9 +265,9 @@ using depth_any 0:46 1 (const uint) 0:46 Constant: 0:46 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:46 Constant: +0:46 1 (const int) +0:46 -1 (const int) 0:47 Sequence 0:47 move second child to first child ( temp 4-component vector of uint) 0:47 'txval021' ( temp 4-component vector of uint) @@ -281,9 +281,9 @@ using depth_any 0:47 1 (const uint) 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:47 Constant: +0:47 1 (const int) +0:47 1 (const int) 0:49 Sequence 0:49 move second child to first child ( temp 4-component vector of float) 0:49 'txval004' ( temp 4-component vector of float) @@ -363,9 +363,9 @@ using depth_any 0:53 1 (const uint) 0:53 Constant: 0:53 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:53 Constant: +0:53 1 (const int) +0:53 0 (const int) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'txval411' ( temp 4-component vector of int) @@ -379,9 +379,9 @@ using depth_any 0:54 1 (const uint) 0:54 Constant: 0:54 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:54 Constant: +0:54 1 (const int) +0:54 -1 (const int) 0:55 Sequence 0:55 move second child to first child ( temp 4-component vector of uint) 0:55 'txval421' ( temp 4-component vector of uint) @@ -395,9 +395,9 @@ using depth_any 0:55 1 (const uint) 0:55 Constant: 0:55 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:55 Constant: +0:55 1 (const int) +0:55 1 (const int) 0:110 move second child to first child ( temp 4-component vector of float) 0:110 Color: direct index for structure ( temp 4-component vector of float) 0:110 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index d681f7d2..96a1cc15 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -33,11 +33,11 @@ Shader version: 500 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:24 Constant: +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 0:26 Branch: Return with expression 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) @@ -93,11 +93,11 @@ Shader version: 500 0:24 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:24 Constant: 0:24 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:24 Constant: +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 +0:24 0.000000 0:26 Branch: Return with expression 0:26 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.groupid.comp.out b/Test/baseResults/hlsl.groupid.comp.out index 362f4b43..bf39d11a 100644 --- a/Test/baseResults/hlsl.groupid.comp.out +++ b/Test/baseResults/hlsl.groupid.comp.out @@ -9,11 +9,11 @@ local_size = (8, 8, 1) 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:8 Constant: +0:8 1.000000 +0:8 0.000000 +0:8 0.000000 +0:8 1.000000 0:8 imageStore ( temp void) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 vector swizzle ( temp 2-component vector of uint) @@ -52,11 +52,11 @@ local_size = (8, 8, 1) 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'storeTemp' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:8 Constant: +0:8 1.000000 +0:8 0.000000 +0:8 0.000000 +0:8 1.000000 0:8 imageStore ( temp void) 0:8 'OutputTexture' (layout( rgba32f) uniform image2D) 0:8 vector swizzle ( temp 2-component vector of uint) diff --git a/Test/baseResults/hlsl.gs-hs-mix.tesc.out b/Test/baseResults/hlsl.gs-hs-mix.tesc.out index 72070ed3..c9496ac1 100644 --- a/Test/baseResults/hlsl.gs-hs-mix.tesc.out +++ b/Test/baseResults/hlsl.gs-hs-mix.tesc.out @@ -392,7 +392,7 @@ triangle order = ccw 0:95 move second child to first child ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:95 Construct vec4 ( temp 4-component vector of float) 0:95 'P0' ( temp 3-component vector of float) 0:95 Constant: 0:95 1.000000 @@ -404,7 +404,7 @@ triangle order = ccw 0:96 move second child to first child ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:96 Construct vec4 ( temp 4-component vector of float) 0:96 'P1' ( temp 3-component vector of float) 0:96 Constant: 0:96 1.000000 @@ -416,7 +416,7 @@ triangle order = ccw 0:97 move second child to first child ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:97 Construct vec4 ( temp 4-component vector of float) 0:97 'P2' ( temp 3-component vector of float) 0:97 Constant: 0:97 1.000000 @@ -887,7 +887,7 @@ triangle order = ccw 0:95 move second child to first child ( temp 4-component vector of float) 0:95 'Q0' ( temp 4-component vector of float) 0:95 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:95 Construct vec4 ( temp 4-component vector of float) 0:95 'P0' ( temp 3-component vector of float) 0:95 Constant: 0:95 1.000000 @@ -899,7 +899,7 @@ triangle order = ccw 0:96 move second child to first child ( temp 4-component vector of float) 0:96 'Q1' ( temp 4-component vector of float) 0:96 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:96 Construct vec4 ( temp 4-component vector of float) 0:96 'P1' ( temp 3-component vector of float) 0:96 Constant: 0:96 1.000000 @@ -911,7 +911,7 @@ triangle order = ccw 0:97 move second child to first child ( temp 4-component vector of float) 0:97 'Q2' ( temp 4-component vector of float) 0:97 vector-times-matrix ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:97 Construct vec4 ( temp 4-component vector of float) 0:97 'P2' ( temp 3-component vector of float) 0:97 Constant: 0:97 1.000000 diff --git a/Test/baseResults/hlsl.identifier.sample.frag.out b/Test/baseResults/hlsl.identifier.sample.frag.out index 7ba029d5..e0a89aa4 100644 --- a/Test/baseResults/hlsl.identifier.sample.frag.out +++ b/Test/baseResults/hlsl.identifier.sample.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float) -0:? Constant: -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:15 Constant: +0:15 3.000000 +0:15 4.000000 +0:15 5.000000 +0:15 6.000000 0:17 Branch: Return with expression 0:17 vector swizzle ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float) @@ -59,11 +59,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:15 'sample' ( temp 4-component vector of float) -0:? Constant: -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:15 Constant: +0:15 3.000000 +0:15 4.000000 +0:15 5.000000 +0:15 6.000000 0:17 Branch: Return with expression 0:17 vector swizzle ( temp 4-component vector of float) 0:17 'sample' ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.implicitBool.frag.out b/Test/baseResults/hlsl.implicitBool.frag.out index 98e3dc06..dd93b7f1 100644 --- a/Test/baseResults/hlsl.implicitBool.frag.out +++ b/Test/baseResults/hlsl.implicitBool.frag.out @@ -8,11 +8,11 @@ gl_FragCoord origin is upper left 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:8 Constant: +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 Convert int to bool ( temp bool) @@ -176,11 +176,11 @@ gl_FragCoord origin is upper left 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'a' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:8 Constant: +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 +0:8 2.000000 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 Convert int to bool ( temp bool) diff --git a/Test/baseResults/hlsl.init.frag.out b/Test/baseResults/hlsl.init.frag.out index 97caf9a1..f604f0a0 100644 --- a/Test/baseResults/hlsl.init.frag.out +++ b/Test/baseResults/hlsl.init.frag.out @@ -8,18 +8,18 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.500000 -0:? 2.100000 -0:? 2.200000 +0:1 Constant: +0:1 2.000000 +0:1 2.500000 +0:1 2.100000 +0:1 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) @@ -88,11 +88,11 @@ gl_FragCoord origin is upper left 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) -0:? Constant: -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:22 Constant: +0:22 0.200000 +0:22 0.300000 +0:22 0.400000 +0:22 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) @@ -108,11 +108,11 @@ gl_FragCoord origin is upper left 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) -0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) -0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) @@ -174,18 +174,18 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 2.500000 -0:? 2.100000 -0:? 2.200000 +0:1 Constant: +0:1 2.000000 +0:1 2.500000 +0:1 2.100000 +0:1 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) @@ -254,11 +254,11 @@ gl_FragCoord origin is upper left 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) -0:? Constant: -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:22 Constant: +0:22 0.200000 +0:22 0.300000 +0:22 0.400000 +0:22 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) @@ -274,11 +274,11 @@ gl_FragCoord origin is upper left 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) -0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) +0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) -0:? Construct structure ( temp structure{ temp float f, temp int i}) +0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) diff --git a/Test/baseResults/hlsl.init2.frag.out b/Test/baseResults/hlsl.init2.frag.out index 9654e2b5..5039333b 100644 --- a/Test/baseResults/hlsl.init2.frag.out +++ b/Test/baseResults/hlsl.init2.frag.out @@ -41,73 +41,73 @@ gl_FragCoord origin is upper left 0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? 0.577350 +0:27 Constant: +0:27 0.577350 +0:27 0.577350 +0:27 0.577350 0:27 add second child into first child ( temp float) 0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 0:28 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? -0.577350 +0:28 Constant: +0:28 -0.577350 +0:28 -0.577350 +0:28 -0.577350 0:28 add second child into first child ( temp float) 0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 0:29 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? 0.577350 +0:29 Constant: +0:29 -0.577350 +0:29 -0.577350 +0:29 0.577350 0:29 add second child into first child ( temp float) 0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 0:30 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? -0.577350 +0:30 Constant: +0:30 -0.577350 +0:30 0.577350 +0:30 -0.577350 0:30 add second child into first child ( temp float) 0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 0:31 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:31 Constant: +0:31 -0.577350 +0:31 0.577350 +0:31 0.577350 0:31 add second child into first child ( temp float) 0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 0:32 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? -0.577350 +0:32 Constant: +0:32 0.577350 +0:32 -0.577350 +0:32 -0.577350 0:32 add second child into first child ( temp float) 0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 0:33 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? 0.577350 +0:33 Constant: +0:33 0.577350 +0:33 -0.577350 +0:33 0.577350 0:33 add second child into first child ( temp float) 0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 0:34 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? -0.577350 +0:34 Constant: +0:34 0.577350 +0:34 0.577350 +0:34 -0.577350 0:34 add second child into first child ( temp float) 0:34 'n' ( temp float) 0:34 Constant: @@ -117,10 +117,10 @@ gl_FragCoord origin is upper left 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:36 Constant: +0:36 -0.577350 +0:36 0.577350 +0:36 0.577350 0:36 add second child into first child ( temp float) 0:36 'n' ( temp float) 0:36 Constant: @@ -130,19 +130,19 @@ gl_FragCoord origin is upper left 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:38 Constant: +0:38 -0.577350 +0:38 0.577350 +0:38 0.577350 0:38 add second child into first child ( temp float) 0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 0:39 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:39 Constant: +0:39 -0.577350 +0:39 0.577350 +0:39 0.577350 0:39 add second child into first child ( temp float) 0:39 'n' ( temp float) 0:39 Constant: @@ -222,73 +222,73 @@ gl_FragCoord origin is upper left 0:26 'a' ( const (read only) 8-element array of 3-component vector of float) 0:26 Construct vec3 ( temp 8-element array of 3-component vector of float) 0:27 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? 0.577350 +0:27 Constant: +0:27 0.577350 +0:27 0.577350 +0:27 0.577350 0:27 add second child into first child ( temp float) 0:27 'n' ( temp float) 0:27 Constant: 0:27 1.000000 0:28 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? -0.577350 +0:28 Constant: +0:28 -0.577350 +0:28 -0.577350 +0:28 -0.577350 0:28 add second child into first child ( temp float) 0:28 'n' ( temp float) 0:28 Constant: 0:28 1.000000 0:29 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? -0.577350 -0:? 0.577350 +0:29 Constant: +0:29 -0.577350 +0:29 -0.577350 +0:29 0.577350 0:29 add second child into first child ( temp float) 0:29 'n' ( temp float) 0:29 Constant: 0:29 1.000000 0:30 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? -0.577350 +0:30 Constant: +0:30 -0.577350 +0:30 0.577350 +0:30 -0.577350 0:30 add second child into first child ( temp float) 0:30 'n' ( temp float) 0:30 Constant: 0:30 1.000000 0:31 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:31 Constant: +0:31 -0.577350 +0:31 0.577350 +0:31 0.577350 0:31 add second child into first child ( temp float) 0:31 'n' ( temp float) 0:31 Constant: 0:31 1.000000 0:32 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? -0.577350 +0:32 Constant: +0:32 0.577350 +0:32 -0.577350 +0:32 -0.577350 0:32 add second child into first child ( temp float) 0:32 'n' ( temp float) 0:32 Constant: 0:32 1.000000 0:33 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? -0.577350 -0:? 0.577350 +0:33 Constant: +0:33 0.577350 +0:33 -0.577350 +0:33 0.577350 0:33 add second child into first child ( temp float) 0:33 'n' ( temp float) 0:33 Constant: 0:33 1.000000 0:34 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? 0.577350 -0:? 0.577350 -0:? -0.577350 +0:34 Constant: +0:34 0.577350 +0:34 0.577350 +0:34 -0.577350 0:34 add second child into first child ( temp float) 0:34 'n' ( temp float) 0:34 Constant: @@ -298,10 +298,10 @@ gl_FragCoord origin is upper left 0:36 'oneNonConst' ( const (read only) structure{ temp 3-component vector of float a}) 0:36 Construct structure ( temp structure{ temp 3-component vector of float a}) 0:36 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:36 Constant: +0:36 -0.577350 +0:36 0.577350 +0:36 0.577350 0:36 add second child into first child ( temp float) 0:36 'n' ( temp float) 0:36 Constant: @@ -311,19 +311,19 @@ gl_FragCoord origin is upper left 0:38 'twoNonConst' ( const (read only) structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 Construct structure ( temp structure{ temp 3-component vector of float a, temp 3-component vector of float b}) 0:38 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:38 Constant: +0:38 -0.577350 +0:38 0.577350 +0:38 0.577350 0:38 add second child into first child ( temp float) 0:38 'n' ( temp float) 0:38 Constant: 0:38 1.000000 0:39 vector-scale ( temp 3-component vector of float) -0:? Constant: -0:? -0.577350 -0:? 0.577350 -0:? 0.577350 +0:39 Constant: +0:39 -0.577350 +0:39 0.577350 +0:39 0.577350 0:39 add second child into first child ( temp float) 0:39 'n' ( temp float) 0:39 Constant: diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index 57baeef8..25186cb0 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -51,7 +51,7 @@ using depth_any 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) @@ -160,7 +160,7 @@ using depth_any 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) diff --git a/Test/baseResults/hlsl.intrinsic.frexp.frag.out b/Test/baseResults/hlsl.intrinsic.frexp.frag.out index 6067ad0e..1595a609 100644 --- a/Test/baseResults/hlsl.intrinsic.frexp.frag.out +++ b/Test/baseResults/hlsl.intrinsic.frexp.frag.out @@ -28,9 +28,9 @@ gl_FragCoord origin is upper left 0:10 'inF0' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float) 0:11 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Parameters: 0:15 'inF0' ( in 3-component vector of float) @@ -43,10 +43,10 @@ gl_FragCoord origin is upper left 0:16 'inF0' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float) 0:17 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:17 Constant: +0:17 1.000000 +0:17 2.000000 +0:17 3.000000 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'inF0' ( in 4-component vector of float) @@ -59,11 +59,11 @@ gl_FragCoord origin is upper left 0:22 'inF0' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float) 0:23 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:23 Constant: +0:23 1.000000 +0:23 2.000000 +0:23 3.000000 +0:23 4.000000 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Parameters: 0:? Sequence @@ -125,9 +125,9 @@ gl_FragCoord origin is upper left 0:10 'inF0' ( in 2-component vector of float) 0:10 'inF1' ( in 2-component vector of float) 0:11 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:11 Constant: +0:11 1.000000 +0:11 2.000000 0:15 Function Definition: PixelShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:15 Function Parameters: 0:15 'inF0' ( in 3-component vector of float) @@ -140,10 +140,10 @@ gl_FragCoord origin is upper left 0:16 'inF0' ( in 3-component vector of float) 0:16 'inF1' ( in 3-component vector of float) 0:17 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:17 Constant: +0:17 1.000000 +0:17 2.000000 +0:17 3.000000 0:21 Function Definition: PixelShaderFunction(vf4;vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'inF0' ( in 4-component vector of float) @@ -156,11 +156,11 @@ gl_FragCoord origin is upper left 0:22 'inF0' ( in 4-component vector of float) 0:22 'inF1' ( in 4-component vector of float) 0:23 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:23 Constant: +0:23 1.000000 +0:23 2.000000 +0:23 3.000000 +0:23 4.000000 0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:33 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsic.frexp.vert.out b/Test/baseResults/hlsl.intrinsic.frexp.vert.out index a7cfd2a7..0418ed6c 100644 --- a/Test/baseResults/hlsl.intrinsic.frexp.vert.out +++ b/Test/baseResults/hlsl.intrinsic.frexp.vert.out @@ -21,9 +21,9 @@ Shader version: 500 0:9 'inF0' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float) 0:10 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:10 Constant: +0:10 1.000000 +0:10 2.000000 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Parameters: 0:14 'inF0' ( in 3-component vector of float) @@ -33,10 +33,10 @@ Shader version: 500 0:15 'inF0' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float) 0:16 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 +0:16 3.000000 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'inF0' ( in 4-component vector of float) @@ -46,11 +46,11 @@ Shader version: 500 0:21 'inF0' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float) 0:22 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 +0:22 4.000000 0:? Linker Objects @@ -80,9 +80,9 @@ Shader version: 500 0:9 'inF0' ( in 2-component vector of float) 0:9 'inF1' ( in 2-component vector of float) 0:10 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:10 Constant: +0:10 1.000000 +0:10 2.000000 0:14 Function Definition: VertexShaderFunction3(vf3;vf3; ( temp 3-component vector of float) 0:14 Function Parameters: 0:14 'inF0' ( in 3-component vector of float) @@ -92,10 +92,10 @@ Shader version: 500 0:15 'inF0' ( in 3-component vector of float) 0:15 'inF1' ( in 3-component vector of float) 0:16 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 +0:16 3.000000 0:20 Function Definition: VertexShaderFunction4(vf4;vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'inF0' ( in 4-component vector of float) @@ -105,11 +105,11 @@ Shader version: 500 0:21 'inF0' ( in 4-component vector of float) 0:21 'inF1' ( in 4-component vector of float) 0:22 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 +0:22 4.000000 0:? Linker Objects // Module Version 10000 diff --git a/Test/baseResults/hlsl.intrinsics.comp.out b/Test/baseResults/hlsl.intrinsics.comp.out index 5b7e2276..bce3d149 100644 --- a/Test/baseResults/hlsl.intrinsics.comp.out +++ b/Test/baseResults/hlsl.intrinsics.comp.out @@ -155,9 +155,9 @@ local_size = (1, 1, 1) 0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:74 Constant: +0:74 1.000000 +0:74 2.000000 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' ( in 3-component vector of float) @@ -229,10 +229,10 @@ local_size = (1, 1, 1) 0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:101 Constant: +0:101 1.000000 +0:101 2.000000 +0:101 3.000000 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' ( in 4-component vector of float) @@ -304,11 +304,11 @@ local_size = (1, 1, 1) 0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:128 Constant: +0:128 1.000000 +0:128 2.000000 +0:128 3.000000 +0:128 4.000000 0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence @@ -515,9 +515,9 @@ local_size = (1, 1, 1) 0:71 'gs_ua2' ( shared 2-component vector of uint) 0:71 'gs_ub2' ( shared 2-component vector of uint) 0:74 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:74 Constant: +0:74 1.000000 +0:74 2.000000 0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:78 Function Parameters: 0:78 'inF0' ( in 3-component vector of float) @@ -589,10 +589,10 @@ local_size = (1, 1, 1) 0:98 'gs_ua3' ( shared 3-component vector of uint) 0:98 'gs_ub3' ( shared 3-component vector of uint) 0:101 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:101 Constant: +0:101 1.000000 +0:101 2.000000 +0:101 3.000000 0:105 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:105 Function Parameters: 0:105 'inF0' ( in 4-component vector of float) @@ -664,11 +664,11 @@ local_size = (1, 1, 1) 0:125 'gs_ua4' ( shared 4-component vector of uint) 0:125 'gs_ub4' ( shared 4-component vector of uint) 0:128 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:128 Constant: +0:128 1.000000 +0:128 2.000000 +0:128 3.000000 +0:128 4.000000 0:105 Function Definition: ComputeShaderFunction( ( temp void) 0:105 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsics.frag.out b/Test/baseResults/hlsl.intrinsics.frag.out index c1d0a478..02b1e6d1 100644 --- a/Test/baseResults/hlsl.intrinsics.frag.out +++ b/Test/baseResults/hlsl.intrinsics.frag.out @@ -472,10 +472,10 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:117 bitCount ( temp 2-component vector of int) +0:117 Constant: +0:117 7 (const int) +0:117 3 (const int) 0:118 Sequence 0:118 move second child to first child ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float) @@ -543,17 +543,17 @@ gl_FragCoord origin is upper left 0:136 Sequence 0:136 move second child to first child ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint) -0:? findMSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:136 findMSB ( temp 2-component vector of uint) +0:136 Constant: +0:136 7 (const uint) +0:136 8 (const uint) 0:137 Sequence 0:137 move second child to first child ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint) -0:? findLSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:137 findLSB ( temp 2-component vector of uint) +0:137 Constant: +0:137 7 (const uint) +0:137 8 (const uint) 0:138 Sequence 0:138 move second child to first child ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float) @@ -673,10 +673,10 @@ gl_FragCoord origin is upper left 0:159 Sequence 0:159 move second child to first child ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint) -0:? bitFieldReverse ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:159 bitFieldReverse ( temp 2-component vector of uint) +0:159 Constant: +0:159 1 (const uint) +0:159 2 (const uint) 0:160 Sequence 0:160 move second child to first child ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float) @@ -754,9 +754,9 @@ gl_FragCoord origin is upper left 0:173 trunc ( temp 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float) 0:176 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:176 Constant: +0:176 1.000000 +0:176 2.000000 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Parameters: 0:180 'inF0' ( in 3-component vector of float) @@ -865,11 +865,11 @@ gl_FragCoord origin is upper left 0:200 Sequence 0:200 move second child to first child ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint) -0:? bitCount ( temp 3-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) +0:200 bitCount ( temp 3-component vector of uint) +0:200 Constant: +0:200 7 (const uint) +0:200 3 (const uint) +0:200 5 (const uint) 0:201 Sequence 0:201 move second child to first child ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float) @@ -943,19 +943,19 @@ gl_FragCoord origin is upper left 0:217 Sequence 0:217 move second child to first child ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint) -0:? findMSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:217 findMSB ( temp 3-component vector of uint) +0:217 Constant: +0:217 2 (const uint) +0:217 3 (const uint) +0:217 4 (const uint) 0:218 Sequence 0:218 move second child to first child ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint) -0:? findLSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:218 findLSB ( temp 3-component vector of uint) +0:218 Constant: +0:218 2 (const uint) +0:218 3 (const uint) +0:218 4 (const uint) 0:219 Sequence 0:219 move second child to first child ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float) @@ -1083,11 +1083,11 @@ gl_FragCoord origin is upper left 0:241 Sequence 0:241 move second child to first child ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint) -0:? bitFieldReverse ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:241 bitFieldReverse ( temp 3-component vector of uint) +0:241 Constant: +0:241 1 (const uint) +0:241 2 (const uint) +0:241 3 (const uint) 0:242 Sequence 0:242 move second child to first child ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float) @@ -1165,10 +1165,10 @@ gl_FragCoord origin is upper left 0:255 trunc ( temp 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float) 0:258 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:258 Constant: +0:258 1.000000 +0:258 2.000000 +0:258 3.000000 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Parameters: 0:262 'inF0' ( in 4-component vector of float) @@ -1279,12 +1279,12 @@ gl_FragCoord origin is upper left 0:282 Sequence 0:282 move second child to first child ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint) -0:? bitCount ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) -0:? 2 (const uint) +0:282 bitCount ( temp 4-component vector of uint) +0:282 Constant: +0:282 7 (const uint) +0:282 3 (const uint) +0:282 5 (const uint) +0:282 2 (const uint) 0:283 Sequence 0:283 move second child to first child ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float) @@ -1375,21 +1375,21 @@ gl_FragCoord origin is upper left 0:299 Sequence 0:299 move second child to first child ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint) -0:? findMSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:299 findMSB ( temp 4-component vector of uint) +0:299 Constant: +0:299 7 (const uint) +0:299 8 (const uint) +0:299 9 (const uint) +0:299 10 (const uint) 0:300 Sequence 0:300 move second child to first child ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint) -0:? findLSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:300 findLSB ( temp 4-component vector of uint) +0:300 Constant: +0:300 7 (const uint) +0:300 8 (const uint) +0:300 9 (const uint) +0:300 10 (const uint) 0:301 Sequence 0:301 move second child to first child ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float) @@ -1509,12 +1509,12 @@ gl_FragCoord origin is upper left 0:322 Sequence 0:322 move second child to first child ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint) -0:? bitFieldReverse ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:322 bitFieldReverse ( temp 4-component vector of uint) +0:322 Constant: +0:322 1 (const uint) +0:322 2 (const uint) +0:322 3 (const uint) +0:322 4 (const uint) 0:323 Sequence 0:323 move second child to first child ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float) @@ -1592,11 +1592,11 @@ gl_FragCoord origin is upper left 0:336 trunc ( temp 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float) 0:339 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:339 Constant: +0:339 1.000000 +0:339 2.000000 +0:339 3.000000 +0:339 4.000000 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Parameters: 0:402 'inF0' ( in 2X2 matrix of float) @@ -1876,11 +1876,11 @@ gl_FragCoord origin is upper left 0:404 trunc ( temp 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float) 0:407 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:407 Constant: +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Parameters: 0:411 'inF0' ( in 3X3 matrix of float) @@ -2165,16 +2165,16 @@ gl_FragCoord origin is upper left 0:413 trunc ( temp 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float) 0:416 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:416 Constant: +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Parameters: 0:420 'inF0' ( in 4X4 matrix of float) @@ -2466,23 +2466,23 @@ gl_FragCoord origin is upper left 0:422 trunc ( temp 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float) 0:425 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:425 Constant: +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Parameters: 0:443 'inF0' ( in float) @@ -3303,10 +3303,10 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp 2-component vector of int) 0:117 'r016' ( temp 2-component vector of int) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:117 bitCount ( temp 2-component vector of int) +0:117 Constant: +0:117 7 (const int) +0:117 3 (const int) 0:118 Sequence 0:118 move second child to first child ( temp 2-component vector of float) 0:118 'r017' ( temp 2-component vector of float) @@ -3374,17 +3374,17 @@ gl_FragCoord origin is upper left 0:136 Sequence 0:136 move second child to first child ( temp 2-component vector of uint) 0:136 'r031' ( temp 2-component vector of uint) -0:? findMSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:136 findMSB ( temp 2-component vector of uint) +0:136 Constant: +0:136 7 (const uint) +0:136 8 (const uint) 0:137 Sequence 0:137 move second child to first child ( temp 2-component vector of uint) 0:137 'r032' ( temp 2-component vector of uint) -0:? findLSB ( temp 2-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) +0:137 findLSB ( temp 2-component vector of uint) +0:137 Constant: +0:137 7 (const uint) +0:137 8 (const uint) 0:138 Sequence 0:138 move second child to first child ( temp 2-component vector of float) 0:138 'r033' ( temp 2-component vector of float) @@ -3504,10 +3504,10 @@ gl_FragCoord origin is upper left 0:159 Sequence 0:159 move second child to first child ( temp 2-component vector of uint) 0:159 'r054' ( temp 2-component vector of uint) -0:? bitFieldReverse ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:159 bitFieldReverse ( temp 2-component vector of uint) +0:159 Constant: +0:159 1 (const uint) +0:159 2 (const uint) 0:160 Sequence 0:160 move second child to first child ( temp 2-component vector of float) 0:160 'r055' ( temp 2-component vector of float) @@ -3585,9 +3585,9 @@ gl_FragCoord origin is upper left 0:173 trunc ( temp 2-component vector of float) 0:173 'inF0' ( in 2-component vector of float) 0:176 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:176 Constant: +0:176 1.000000 +0:176 2.000000 0:180 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:180 Function Parameters: 0:180 'inF0' ( in 3-component vector of float) @@ -3696,11 +3696,11 @@ gl_FragCoord origin is upper left 0:200 Sequence 0:200 move second child to first child ( temp 3-component vector of uint) 0:200 'r015' ( temp 3-component vector of uint) -0:? bitCount ( temp 3-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) +0:200 bitCount ( temp 3-component vector of uint) +0:200 Constant: +0:200 7 (const uint) +0:200 3 (const uint) +0:200 5 (const uint) 0:201 Sequence 0:201 move second child to first child ( temp 3-component vector of float) 0:201 'r016' ( temp 3-component vector of float) @@ -3774,19 +3774,19 @@ gl_FragCoord origin is upper left 0:217 Sequence 0:217 move second child to first child ( temp 3-component vector of uint) 0:217 'r032' ( temp 3-component vector of uint) -0:? findMSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:217 findMSB ( temp 3-component vector of uint) +0:217 Constant: +0:217 2 (const uint) +0:217 3 (const uint) +0:217 4 (const uint) 0:218 Sequence 0:218 move second child to first child ( temp 3-component vector of uint) 0:218 'r033' ( temp 3-component vector of uint) -0:? findLSB ( temp 3-component vector of uint) -0:? Constant: -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:218 findLSB ( temp 3-component vector of uint) +0:218 Constant: +0:218 2 (const uint) +0:218 3 (const uint) +0:218 4 (const uint) 0:219 Sequence 0:219 move second child to first child ( temp 3-component vector of float) 0:219 'r034' ( temp 3-component vector of float) @@ -3914,11 +3914,11 @@ gl_FragCoord origin is upper left 0:241 Sequence 0:241 move second child to first child ( temp 3-component vector of uint) 0:241 'r055' ( temp 3-component vector of uint) -0:? bitFieldReverse ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:241 bitFieldReverse ( temp 3-component vector of uint) +0:241 Constant: +0:241 1 (const uint) +0:241 2 (const uint) +0:241 3 (const uint) 0:242 Sequence 0:242 move second child to first child ( temp 3-component vector of float) 0:242 'r056' ( temp 3-component vector of float) @@ -3996,10 +3996,10 @@ gl_FragCoord origin is upper left 0:255 trunc ( temp 3-component vector of float) 0:255 'inF0' ( in 3-component vector of float) 0:258 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:258 Constant: +0:258 1.000000 +0:258 2.000000 +0:258 3.000000 0:262 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:262 Function Parameters: 0:262 'inF0' ( in 4-component vector of float) @@ -4110,12 +4110,12 @@ gl_FragCoord origin is upper left 0:282 Sequence 0:282 move second child to first child ( temp 4-component vector of uint) 0:282 'r015' ( temp 4-component vector of uint) -0:? bitCount ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 3 (const uint) -0:? 5 (const uint) -0:? 2 (const uint) +0:282 bitCount ( temp 4-component vector of uint) +0:282 Constant: +0:282 7 (const uint) +0:282 3 (const uint) +0:282 5 (const uint) +0:282 2 (const uint) 0:283 Sequence 0:283 move second child to first child ( temp 4-component vector of float) 0:283 'r016' ( temp 4-component vector of float) @@ -4206,21 +4206,21 @@ gl_FragCoord origin is upper left 0:299 Sequence 0:299 move second child to first child ( temp 4-component vector of uint) 0:299 'r032' ( temp 4-component vector of uint) -0:? findMSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:299 findMSB ( temp 4-component vector of uint) +0:299 Constant: +0:299 7 (const uint) +0:299 8 (const uint) +0:299 9 (const uint) +0:299 10 (const uint) 0:300 Sequence 0:300 move second child to first child ( temp 4-component vector of uint) 0:300 'r033' ( temp 4-component vector of uint) -0:? findLSB ( temp 4-component vector of uint) -0:? Constant: -0:? 7 (const uint) -0:? 8 (const uint) -0:? 9 (const uint) -0:? 10 (const uint) +0:300 findLSB ( temp 4-component vector of uint) +0:300 Constant: +0:300 7 (const uint) +0:300 8 (const uint) +0:300 9 (const uint) +0:300 10 (const uint) 0:301 Sequence 0:301 move second child to first child ( temp 4-component vector of float) 0:301 'r034' ( temp 4-component vector of float) @@ -4340,12 +4340,12 @@ gl_FragCoord origin is upper left 0:322 Sequence 0:322 move second child to first child ( temp 4-component vector of uint) 0:322 'r055' ( temp 4-component vector of uint) -0:? bitFieldReverse ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:322 bitFieldReverse ( temp 4-component vector of uint) +0:322 Constant: +0:322 1 (const uint) +0:322 2 (const uint) +0:322 3 (const uint) +0:322 4 (const uint) 0:323 Sequence 0:323 move second child to first child ( temp 4-component vector of float) 0:323 'r056' ( temp 4-component vector of float) @@ -4423,11 +4423,11 @@ gl_FragCoord origin is upper left 0:336 trunc ( temp 4-component vector of float) 0:336 'inF0' ( in 4-component vector of float) 0:339 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:339 Constant: +0:339 1.000000 +0:339 2.000000 +0:339 3.000000 +0:339 4.000000 0:402 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:402 Function Parameters: 0:402 'inF0' ( in 2X2 matrix of float) @@ -4707,11 +4707,11 @@ gl_FragCoord origin is upper left 0:404 trunc ( temp 2X2 matrix of float) 0:404 'inF0' ( in 2X2 matrix of float) 0:407 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:407 Constant: +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 +0:407 2.000000 0:411 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:411 Function Parameters: 0:411 'inF0' ( in 3X3 matrix of float) @@ -4996,16 +4996,16 @@ gl_FragCoord origin is upper left 0:413 trunc ( temp 3X3 matrix of float) 0:413 'inF0' ( in 3X3 matrix of float) 0:416 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:416 Constant: +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 +0:416 3.000000 0:420 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:420 Function Parameters: 0:420 'inF0' ( in 4X4 matrix of float) @@ -5297,23 +5297,23 @@ gl_FragCoord origin is upper left 0:422 trunc ( temp 4X4 matrix of float) 0:422 'inF0' ( in 4X4 matrix of float) 0:425 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:425 Constant: +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 +0:425 4.000000 0:443 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:443 Function Parameters: 0:443 'inF0' ( in float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.comp.out b/Test/baseResults/hlsl.intrinsics.negative.comp.out index c6fcdf02..ee88def1 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.comp.out +++ b/Test/baseResults/hlsl.intrinsics.negative.comp.out @@ -30,9 +30,9 @@ local_size = (1, 1, 1) 0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:109 Constant: +0:109 1.000000 +0:109 2.000000 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' ( in 3-component vector of float) @@ -41,10 +41,10 @@ local_size = (1, 1, 1) 0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:154 Constant: +0:154 1.000000 +0:154 2.000000 +0:154 3.000000 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' ( in 4-component vector of float) @@ -53,11 +53,11 @@ local_size = (1, 1, 1) 0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:199 Constant: +0:199 1.000000 +0:199 2.000000 +0:199 3.000000 +0:199 4.000000 0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence @@ -122,9 +122,9 @@ local_size = (1, 1, 1) 0:66 'inI0' ( in 2-component vector of int) 0:? Sequence 0:109 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:109 Constant: +0:109 1.000000 +0:109 2.000000 0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:113 Function Parameters: 0:113 'inF0' ( in 3-component vector of float) @@ -133,10 +133,10 @@ local_size = (1, 1, 1) 0:113 'inI0' ( in 3-component vector of int) 0:? Sequence 0:154 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:154 Constant: +0:154 1.000000 +0:154 2.000000 +0:154 3.000000 0:158 Function Definition: @ComputeShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:158 Function Parameters: 0:158 'inF0' ( in 4-component vector of float) @@ -145,11 +145,11 @@ local_size = (1, 1, 1) 0:158 'inI0' ( in 4-component vector of int) 0:? Sequence 0:199 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:199 Constant: +0:199 1.000000 +0:199 2.000000 +0:199 3.000000 +0:199 4.000000 0:158 Function Definition: ComputeShaderFunction( ( temp void) 0:158 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.intrinsics.negative.frag.out b/Test/baseResults/hlsl.intrinsics.negative.frag.out index 980cc96d..4c021e02 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.frag.out +++ b/Test/baseResults/hlsl.intrinsics.negative.frag.out @@ -224,9 +224,9 @@ ERROR: node is still EOpNull! 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:59 Constant: +0:59 1.000000 +0:59 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 3-component vector of float) @@ -283,10 +283,10 @@ ERROR: node is still EOpNull! 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:76 Constant: +0:76 1.000000 +0:76 2.000000 +0:76 3.000000 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' ( in 4-component vector of float) @@ -355,11 +355,11 @@ ERROR: node is still EOpNull! 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:92 Constant: +0:92 1.000000 +0:92 2.000000 +0:92 3.000000 +0:92 4.000000 0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence @@ -415,11 +415,11 @@ ERROR: node is still EOpNull! 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:119 Constant: +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' ( in 3X3 matrix of float) @@ -453,16 +453,16 @@ ERROR: node is still EOpNull! 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:127 Constant: +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' ( in 4X4 matrix of float) @@ -496,23 +496,23 @@ ERROR: node is still EOpNull! 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:135 Constant: +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float) @@ -687,9 +687,9 @@ ERROR: node is still EOpNull! 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:59 Constant: +0:59 1.000000 +0:59 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' ( in 3-component vector of float) @@ -746,10 +746,10 @@ ERROR: node is still EOpNull! 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:76 Constant: +0:76 1.000000 +0:76 2.000000 +0:76 3.000000 0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' ( in 4-component vector of float) @@ -818,11 +818,11 @@ ERROR: node is still EOpNull! 0:90 Constant: 0:90 0.000000 0:92 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:92 Constant: +0:92 1.000000 +0:92 2.000000 +0:92 3.000000 +0:92 4.000000 0:80 Function Definition: PixelShaderFunction( ( temp void) 0:80 Function Parameters: 0:? Sequence @@ -878,11 +878,11 @@ ERROR: node is still EOpNull! 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:119 Constant: +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 +0:119 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' ( in 3X3 matrix of float) @@ -916,16 +916,16 @@ ERROR: node is still EOpNull! 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:127 Constant: +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 +0:127 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' ( in 4X4 matrix of float) @@ -959,23 +959,23 @@ ERROR: node is still EOpNull! 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:135 Constant: +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 +0:135 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'inF0' (layout( location=0) in 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.vert.out b/Test/baseResults/hlsl.intrinsics.negative.vert.out index 0f74c7ed..f1ab5826 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.vert.out +++ b/Test/baseResults/hlsl.intrinsics.negative.vert.out @@ -29,9 +29,9 @@ Shader version: 500 0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:127 Constant: +0:127 1.000000 +0:127 2.000000 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' ( in 3-component vector of float) @@ -40,10 +40,10 @@ Shader version: 500 0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:172 Constant: +0:172 1.000000 +0:172 2.000000 +0:172 3.000000 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' ( in 4-component vector of float) @@ -52,11 +52,11 @@ Shader version: 500 0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:217 Constant: +0:217 1.000000 +0:217 2.000000 +0:217 3.000000 +0:217 4.000000 0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence @@ -86,11 +86,11 @@ Shader version: 500 0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:230 Constant: +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' ( in 3X3 matrix of float) @@ -98,16 +98,16 @@ Shader version: 500 0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:238 Constant: +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' ( in 4X4 matrix of float) @@ -115,23 +115,23 @@ Shader version: 500 0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:246 Constant: +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 0:? Linker Objects 0:? 'gs_ua' ( global uint) 0:? 'gs_ub' ( global uint) @@ -185,9 +185,9 @@ Shader version: 500 0:84 'inI0' ( in 2-component vector of int) 0:? Sequence 0:127 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:127 Constant: +0:127 1.000000 +0:127 2.000000 0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 0:131 Function Parameters: 0:131 'inF0' ( in 3-component vector of float) @@ -196,10 +196,10 @@ Shader version: 500 0:131 'inI0' ( in 3-component vector of int) 0:? Sequence 0:172 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:172 Constant: +0:172 1.000000 +0:172 2.000000 +0:172 3.000000 0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 0:176 Function Parameters: 0:176 'inF0' ( in 4-component vector of float) @@ -208,11 +208,11 @@ Shader version: 500 0:176 'inI0' ( in 4-component vector of int) 0:? Sequence 0:217 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:217 Constant: +0:217 1.000000 +0:217 2.000000 +0:217 3.000000 +0:217 4.000000 0:176 Function Definition: VertexShaderFunction( ( temp void) 0:176 Function Parameters: 0:? Sequence @@ -242,11 +242,11 @@ Shader version: 500 0:226 'inF2' ( in 2X2 matrix of float) 0:? Sequence 0:230 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:230 Constant: +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 +0:230 2.000000 0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:234 Function Parameters: 0:234 'inF0' ( in 3X3 matrix of float) @@ -254,16 +254,16 @@ Shader version: 500 0:234 'inF2' ( in 3X3 matrix of float) 0:? Sequence 0:238 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:238 Constant: +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 +0:238 3.000000 0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:242 Function Parameters: 0:242 'inF0' ( in 4X4 matrix of float) @@ -271,23 +271,23 @@ Shader version: 500 0:242 'inF2' ( in 4X4 matrix of float) 0:? Sequence 0:246 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:246 Constant: +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 +0:246 4.000000 0:? Linker Objects 0:? 'gs_ua' ( global uint) 0:? 'gs_ub' ( global uint) diff --git a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out index b17c7e6a..bd73fae2 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out @@ -28,11 +28,11 @@ gl_FragCoord origin is upper left 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:20 Constant: +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) @@ -82,11 +82,11 @@ gl_FragCoord origin is upper left 0:20 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:20 Constant: 0:20 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:20 Constant: +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 +0:20 0.000000 0:21 Branch: Return with expression 0:21 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:15 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.intrinsics.vert.out b/Test/baseResults/hlsl.intrinsics.vert.out index 384f693b..647570c9 100644 --- a/Test/baseResults/hlsl.intrinsics.vert.out +++ b/Test/baseResults/hlsl.intrinsics.vert.out @@ -191,10 +191,10 @@ Shader version: 500 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:85 bitCount ( temp 2-component vector of int) +0:85 Constant: +0:85 7 (const int) +0:85 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) @@ -267,10 +267,10 @@ Shader version: 500 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 -0:? bitFieldReverse ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:117 bitFieldReverse ( temp 2-component vector of int) +0:117 Constant: +0:117 1 (const int) +0:117 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) @@ -312,9 +312,9 @@ Shader version: 500 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:134 Constant: +0:134 1.000000 +0:134 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) @@ -356,11 +356,11 @@ Shader version: 500 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) -0:? bitCount ( temp 3-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) +0:154 bitCount ( temp 3-component vector of int) +0:154 Constant: +0:154 7 (const int) +0:154 3 (const int) +0:154 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) @@ -436,11 +436,11 @@ Shader version: 500 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 -0:? bitFieldReverse ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:187 bitFieldReverse ( temp 3-component vector of int) +0:187 Constant: +0:187 1 (const int) +0:187 2 (const int) +0:187 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) @@ -482,10 +482,10 @@ Shader version: 500 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:204 Constant: +0:204 1.000000 +0:204 2.000000 +0:204 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) @@ -527,12 +527,12 @@ Shader version: 500 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) -0:? bitCount ( temp 4-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) -0:? 2 (const int) +0:224 bitCount ( temp 4-component vector of int) +0:224 Constant: +0:224 7 (const int) +0:224 3 (const int) +0:224 5 (const int) +0:224 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) @@ -625,12 +625,12 @@ Shader version: 500 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 -0:? bitFieldReverse ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:257 bitFieldReverse ( temp 4-component vector of int) +0:257 Constant: +0:257 1 (const int) +0:257 2 (const int) +0:257 3 (const int) +0:257 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) @@ -672,11 +672,11 @@ Shader version: 500 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:274 Constant: +0:274 1.000000 +0:274 2.000000 +0:274 3.000000 +0:274 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) @@ -801,11 +801,11 @@ Shader version: 500 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:336 Constant: +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) @@ -930,16 +930,16 @@ Shader version: 500 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:345 Constant: +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) @@ -1064,23 +1064,23 @@ Shader version: 500 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:354 Constant: +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) @@ -1583,10 +1583,10 @@ Shader version: 500 0:83 'inF0' ( in 2-component vector of float) 0:84 hyp. cosine ( temp 2-component vector of float) 0:84 'inF0' ( in 2-component vector of float) -0:? bitCount ( temp 2-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) +0:85 bitCount ( temp 2-component vector of int) +0:85 Constant: +0:85 7 (const int) +0:85 3 (const int) 0:86 degrees ( temp 2-component vector of float) 0:86 'inF0' ( in 2-component vector of float) 0:87 distance ( temp float) @@ -1659,10 +1659,10 @@ Shader version: 500 0:116 'inF1' ( in 2-component vector of float) 0:116 Constant: 0:116 2.000000 -0:? bitFieldReverse ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:117 bitFieldReverse ( temp 2-component vector of int) +0:117 Constant: +0:117 1 (const int) +0:117 2 (const int) 0:118 roundEven ( temp 2-component vector of float) 0:118 'inF0' ( in 2-component vector of float) 0:119 inverse sqrt ( temp 2-component vector of float) @@ -1704,9 +1704,9 @@ Shader version: 500 0:131 trunc ( temp 2-component vector of float) 0:131 'inF0' ( in 2-component vector of float) 0:134 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:134 Constant: +0:134 1.000000 +0:134 2.000000 0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float) 0:138 Function Parameters: 0:138 'inF0' ( in 3-component vector of float) @@ -1748,11 +1748,11 @@ Shader version: 500 0:152 'inF0' ( in 3-component vector of float) 0:153 hyp. cosine ( temp 3-component vector of float) 0:153 'inF0' ( in 3-component vector of float) -0:? bitCount ( temp 3-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) +0:154 bitCount ( temp 3-component vector of int) +0:154 Constant: +0:154 7 (const int) +0:154 3 (const int) +0:154 5 (const int) 0:155 cross-product ( temp 3-component vector of float) 0:155 'inF0' ( in 3-component vector of float) 0:155 'inF1' ( in 3-component vector of float) @@ -1828,11 +1828,11 @@ Shader version: 500 0:186 'inF1' ( in 3-component vector of float) 0:186 Constant: 0:186 2.000000 -0:? bitFieldReverse ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:187 bitFieldReverse ( temp 3-component vector of int) +0:187 Constant: +0:187 1 (const int) +0:187 2 (const int) +0:187 3 (const int) 0:188 roundEven ( temp 3-component vector of float) 0:188 'inF0' ( in 3-component vector of float) 0:189 inverse sqrt ( temp 3-component vector of float) @@ -1874,10 +1874,10 @@ Shader version: 500 0:201 trunc ( temp 3-component vector of float) 0:201 'inF0' ( in 3-component vector of float) 0:204 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:204 Constant: +0:204 1.000000 +0:204 2.000000 +0:204 3.000000 0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float) 0:208 Function Parameters: 0:208 'inF0' ( in 4-component vector of float) @@ -1919,12 +1919,12 @@ Shader version: 500 0:222 'inF0' ( in 4-component vector of float) 0:223 hyp. cosine ( temp 4-component vector of float) 0:223 'inF0' ( in 4-component vector of float) -0:? bitCount ( temp 4-component vector of int) -0:? Constant: -0:? 7 (const int) -0:? 3 (const int) -0:? 5 (const int) -0:? 2 (const int) +0:224 bitCount ( temp 4-component vector of int) +0:224 Constant: +0:224 7 (const int) +0:224 3 (const int) +0:224 5 (const int) +0:224 2 (const int) 0:225 degrees ( temp 4-component vector of float) 0:225 'inF0' ( in 4-component vector of float) 0:226 distance ( temp float) @@ -2017,12 +2017,12 @@ Shader version: 500 0:256 'inF1' ( in 4-component vector of float) 0:256 Constant: 0:256 2.000000 -0:? bitFieldReverse ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:257 bitFieldReverse ( temp 4-component vector of int) +0:257 Constant: +0:257 1 (const int) +0:257 2 (const int) +0:257 3 (const int) +0:257 4 (const int) 0:258 roundEven ( temp 4-component vector of float) 0:258 'inF0' ( in 4-component vector of float) 0:259 inverse sqrt ( temp 4-component vector of float) @@ -2064,11 +2064,11 @@ Shader version: 500 0:271 trunc ( temp 4-component vector of float) 0:271 'inF0' ( in 4-component vector of float) 0:274 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:274 Constant: +0:274 1.000000 +0:274 2.000000 +0:274 3.000000 +0:274 4.000000 0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 0:331 Function Parameters: 0:331 'inF0' ( in 2X2 matrix of float) @@ -2193,11 +2193,11 @@ Shader version: 500 0:333 trunc ( temp 2X2 matrix of float) 0:333 'inF0' ( in 2X2 matrix of float) 0:336 Branch: Return with expression -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:336 Constant: +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 +0:336 2.000000 0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 0:340 Function Parameters: 0:340 'inF0' ( in 3X3 matrix of float) @@ -2322,16 +2322,16 @@ Shader version: 500 0:342 trunc ( temp 3X3 matrix of float) 0:342 'inF0' ( in 3X3 matrix of float) 0:345 Branch: Return with expression -0:? Constant: -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 -0:? 3.000000 +0:345 Constant: +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 +0:345 3.000000 0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 0:349 Function Parameters: 0:349 'inF0' ( in 4X4 matrix of float) @@ -2456,23 +2456,23 @@ Shader version: 500 0:351 trunc ( temp 4X4 matrix of float) 0:351 'inF0' ( in 4X4 matrix of float) 0:354 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 -0:? 4.000000 +0:354 Constant: +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 +0:354 4.000000 0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void) 0:372 Function Parameters: 0:372 'inF0' ( in float) diff --git a/Test/baseResults/hlsl.layoutOverride.vert.out b/Test/baseResults/hlsl.layoutOverride.vert.out index 83fa6289..a3b89601 100644 --- a/Test/baseResults/hlsl.layoutOverride.vert.out +++ b/Test/baseResults/hlsl.layoutOverride.vert.out @@ -9,9 +9,9 @@ Shader version: 500 0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'samp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:6 Constant: +0:6 0.200000 +0:6 0.300000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence @@ -37,9 +37,9 @@ Shader version: 500 0:6 Construct combined texture-sampler ( temp sampler2D) 0:6 'tex' (layout( set=2 binding=0) uniform texture2D) 0:6 'samp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:6 Constant: +0:6 0.200000 +0:6 0.300000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index a1105321..8b9a04f8 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -180,11 +180,11 @@ Shader version: 500 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:69 Branch: Return with expression 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Definition: main( ( temp void) @@ -408,11 +408,11 @@ Shader version: 500 0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:69 Branch: Return with expression 0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.matType.bool.frag.out b/Test/baseResults/hlsl.matType.bool.frag.out index 47bbaf15..500b311c 100644 --- a/Test/baseResults/hlsl.matType.bool.frag.out +++ b/Test/baseResults/hlsl.matType.bool.frag.out @@ -93,11 +93,11 @@ gl_FragCoord origin is upper left 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:51 Constant: +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) @@ -211,11 +211,11 @@ gl_FragCoord origin is upper left 0:51 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:51 Constant: 0:51 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:51 Constant: +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 +0:51 0.000000 0:52 Branch: Return with expression 0:52 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:49 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.matType.int.frag.out b/Test/baseResults/hlsl.matType.int.frag.out index d567c17a..a99bd15f 100644 --- a/Test/baseResults/hlsl.matType.int.frag.out +++ b/Test/baseResults/hlsl.matType.int.frag.out @@ -176,11 +176,11 @@ gl_FragCoord origin is upper left 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:95 Constant: +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 0:96 Branch: Return with expression 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:93 Function Definition: main( ( temp void) @@ -377,11 +377,11 @@ gl_FragCoord origin is upper left 0:95 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:95 Constant: 0:95 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:95 Constant: +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 +0:95 0.000000 0:96 Branch: Return with expression 0:96 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:93 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.mip.negative.frag.out b/Test/baseResults/hlsl.mip.negative.frag.out index 36f41377..4fb8f6ee 100644 --- a/Test/baseResults/hlsl.mip.negative.frag.out +++ b/Test/baseResults/hlsl.mip.negative.frag.out @@ -9,11 +9,11 @@ ERROR: node is still EOpNull! 0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Parameters: 0:? Sequence -0:? textureFetch ( temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) 0:5 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:5 Constant: 0:5 2 (const int) 0:7 Branch: Return with expression @@ -42,11 +42,11 @@ ERROR: node is still EOpNull! 0:4 Function Definition: @main( ( temp 4-component vector of float) 0:4 Function Parameters: 0:? Sequence -0:? textureFetch ( temp 4-component vector of float) +0:5 textureFetch ( temp 4-component vector of float) 0:5 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:5 Constant: 0:5 2 (const int) 0:7 Branch: Return with expression diff --git a/Test/baseResults/hlsl.mip.negative2.frag.out b/Test/baseResults/hlsl.mip.negative2.frag.out index 75cf95fc..0036f639 100644 --- a/Test/baseResults/hlsl.mip.negative2.frag.out +++ b/Test/baseResults/hlsl.mip.negative2.frag.out @@ -16,9 +16,9 @@ ERROR: node is still EOpNull! 0:5 2 (const int) 0:5 Constant: 0:5 0 (const int) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:7 Branch: Return with expression 0:7 Constant: 0:7 0.000000 @@ -52,9 +52,9 @@ ERROR: node is still EOpNull! 0:5 2 (const int) 0:5 Constant: 0:5 0 (const int) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:5 Constant: +0:5 3 (const uint) +0:5 4 (const uint) 0:7 Branch: Return with expression 0:7 Constant: 0:7 0.000000 diff --git a/Test/baseResults/hlsl.mip.operator.frag.out b/Test/baseResults/hlsl.mip.operator.frag.out index 82b000f1..48e563ca 100644 --- a/Test/baseResults/hlsl.mip.operator.frag.out +++ b/Test/baseResults/hlsl.mip.operator.frag.out @@ -8,30 +8,30 @@ gl_FragCoord origin is upper left 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:6 Constant: +0:6 3 (const uint) +0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) -0:? textureFetch ( temp 4-component vector of float) +0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) -0:? Constant: -0:? 6 (const uint) -0:? 7 (const uint) -0:? 8 (const uint) +0:9 Constant: +0:9 6 (const uint) +0:9 7 (const uint) +0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 14 (const uint) -0:? 15 (const uint) +0:13 Constant: +0:13 14 (const uint) +0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence @@ -41,11 +41,11 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 10 (const uint) -0:? 11 (const uint) +0:13 Constant: +0:13 10 (const uint) +0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: @@ -74,30 +74,30 @@ gl_FragCoord origin is upper left 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 3 (const uint) -0:? 4 (const uint) +0:6 Constant: +0:6 3 (const uint) +0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) -0:? textureFetch ( temp 4-component vector of float) +0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) -0:? Constant: -0:? 6 (const uint) -0:? 7 (const uint) -0:? 8 (const uint) +0:9 Constant: +0:9 6 (const uint) +0:9 7 (const uint) +0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 14 (const uint) -0:? 15 (const uint) +0:13 Constant: +0:13 14 (const uint) +0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence @@ -107,11 +107,11 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) -0:? textureFetch ( temp 4-component vector of float) +0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) -0:? Constant: -0:? 10 (const uint) -0:? 11 (const uint) +0:13 Constant: +0:13 10 (const uint) +0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: diff --git a/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out b/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out index 59b251a7..5a485c67 100644 --- a/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out +++ b/Test/baseResults/hlsl.nonstaticMemberFunction.frag.out @@ -5,9 +5,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'i' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Parameters: 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) @@ -85,11 +85,11 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:29 Constant: +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 0:30 Function Call: type1::seti(i1; ( temp void) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 Constant: @@ -97,20 +97,20 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:31 Constant: +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 0:32 add second child into first child ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:32 Constant: +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 0:33 add second child into first child ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) @@ -141,9 +141,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'i' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:5 Function Definition: type1::setmem(vf4; ( temp void) 0:5 Function Parameters: 0:5 '@this' ( temp structure{ temp 4-component vector of float memVar, temp int i}) @@ -221,11 +221,11 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Call: type1::setmem(vf4; ( temp void) 0:29 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 -0:? 2.000000 +0:29 Constant: +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 +0:29 2.000000 0:30 Function Call: type1::seti(i1; ( temp void) 0:30 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) 0:30 Constant: @@ -233,20 +233,20 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:31 Constant: +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 +0:31 1.000000 0:32 add second child into first child ( temp 4-component vector of float) 0:32 'f4' ( temp 4-component vector of float) 0:32 Function Call: type1::memFun(vf4; ( temp 4-component vector of float) 0:32 'test' ( temp structure{ temp 4-component vector of float memVar, temp int i}) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:32 Constant: +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 +0:32 5.000000 0:33 add second child into first child ( temp 4-component vector of float) 0:33 'f4' ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.overload.frag.out b/Test/baseResults/hlsl.overload.frag.out index 3428d802..4cfc3911 100644 --- a/Test/baseResults/hlsl.overload.frag.out +++ b/Test/baseResults/hlsl.overload.frag.out @@ -330,8 +330,8 @@ gl_FragCoord origin is upper left 0:133 Construct vec3 ( temp 3-component vector of float) 0:133 'f' ( temp float) 0:134 Function Call: foo16(vu2; ( temp void) -0:? Convert int to uint ( temp 2-component vector of uint) -0:? Construct ivec2 ( temp 2-component vector of int) +0:134 Convert int to uint ( temp 2-component vector of uint) +0:134 Construct ivec2 ( temp 2-component vector of int) 0:134 'i' ( temp int) 0:134 'i' ( temp int) 0:136 Function Call: foo13(vf3; ( temp void) @@ -699,8 +699,8 @@ gl_FragCoord origin is upper left 0:133 Construct vec3 ( temp 3-component vector of float) 0:133 'f' ( temp float) 0:134 Function Call: foo16(vu2; ( temp void) -0:? Convert int to uint ( temp 2-component vector of uint) -0:? Construct ivec2 ( temp 2-component vector of int) +0:134 Convert int to uint ( temp 2-component vector of uint) +0:134 Construct ivec2 ( temp 2-component vector of int) 0:134 'i' ( temp int) 0:134 'i' ( temp int) 0:136 Function Call: foo13(vf3; ( temp void) diff --git a/Test/baseResults/hlsl.params.default.frag.out b/Test/baseResults/hlsl.params.default.frag.out index a28ddc41..6898240f 100644 --- a/Test/baseResults/hlsl.params.default.frag.out +++ b/Test/baseResults/hlsl.params.default.frag.out @@ -34,11 +34,11 @@ gl_FragCoord origin is upper left 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -47,11 +47,11 @@ gl_FragCoord origin is upper left 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: 0:32 'p0' ( in int) @@ -84,11 +84,11 @@ gl_FragCoord origin is upper left 0:42 100 (const int) 0:42 100 (const int) 0:42 100 (const int) -0:? Constant: -0:? -1 (const int) -0:? -2 (const int) -0:? -3 (const int) -0:? -4 (const int) +0:14 Constant: +0:14 -1 (const int) +0:14 -2 (const int) +0:14 -3 (const int) +0:14 -4 (const int) 0:15 Constant: 0:15 1 (const int) 0:15 2 (const int) @@ -224,11 +224,11 @@ gl_FragCoord origin is upper left 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4;f1; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -237,11 +237,11 @@ gl_FragCoord origin is upper left 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:32 Function Definition: fn3(i1; ( temp void) 0:32 Function Parameters: 0:32 'p0' ( in int) @@ -274,11 +274,11 @@ gl_FragCoord origin is upper left 0:42 100 (const int) 0:42 100 (const int) 0:42 100 (const int) -0:? Constant: -0:? -1 (const int) -0:? -2 (const int) -0:? -3 (const int) -0:? -4 (const int) +0:14 Constant: +0:14 -1 (const int) +0:14 -2 (const int) +0:14 -3 (const int) +0:14 -4 (const int) 0:15 Constant: 0:15 1 (const int) 0:15 2 (const int) diff --git a/Test/baseResults/hlsl.params.default.negative.frag.out b/Test/baseResults/hlsl.params.default.negative.frag.out index f841bd8b..213687ab 100644 --- a/Test/baseResults/hlsl.params.default.negative.frag.out +++ b/Test/baseResults/hlsl.params.default.negative.frag.out @@ -14,11 +14,11 @@ ERROR: node is still EOpNull! 0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:7 Constant: +0:7 1 (const int) +0:7 2 (const int) +0:7 3 (const int) +0:7 4 (const int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: 0:9 'p0' ( in 4-component vector of int) @@ -51,11 +51,11 @@ ERROR: node is still EOpNull! 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -63,11 +63,11 @@ ERROR: node is still EOpNull! 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: 0:33 'p0' ( in int) @@ -204,11 +204,11 @@ ERROR: node is still EOpNull! 0:7 'p0' ( in 4-component vector of int) 0:? Sequence 0:7 Branch: Return with expression -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:7 Constant: +0:7 1 (const int) +0:7 2 (const int) +0:7 3 (const int) +0:7 4 (const int) 0:9 Function Definition: fn1(vi4;b1;b1; ( temp 4-component vector of int) 0:9 Function Parameters: 0:9 'p0' ( in 4-component vector of int) @@ -241,11 +241,11 @@ ERROR: node is still EOpNull! 0:23 'x' ( in int) 0:? Sequence 0:24 Branch: Return with expression -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) -0:? 13 (const int) +0:24 Constant: +0:24 10 (const int) +0:24 11 (const int) +0:24 12 (const int) +0:24 13 (const int) 0:28 Function Definition: fn2(vi4; ( temp 4-component vector of int) 0:28 Function Parameters: 0:28 'p0' ( in 4-component vector of int) @@ -253,11 +253,11 @@ ERROR: node is still EOpNull! 0:29 Branch: Return with expression 0:29 add ( temp 4-component vector of int) 0:29 'p0' ( in 4-component vector of int) -0:? Constant: -0:? 20 (const int) -0:? 21 (const int) -0:? 22 (const int) -0:? 23 (const int) +0:29 Constant: +0:29 20 (const int) +0:29 21 (const int) +0:29 22 (const int) +0:29 23 (const int) 0:33 Function Definition: fn3(i1; ( temp void) 0:33 Function Parameters: 0:33 'p0' ( in int) diff --git a/Test/baseResults/hlsl.partialFlattenLocal.vert.out b/Test/baseResults/hlsl.partialFlattenLocal.vert.out index 754c86c6..12a60657 100644 --- a/Test/baseResults/hlsl.partialFlattenLocal.vert.out +++ b/Test/baseResults/hlsl.partialFlattenLocal.vert.out @@ -20,10 +20,10 @@ Shader version: 500 0:15 1 (const int) 0:15 Constant: 0:15 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:16 move second child to first child ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) @@ -32,9 +32,9 @@ Shader version: 500 0:16 2 (const int) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.000000 +0:16 1.000000 0:17 move second child to first child ( temp float) 0:17 x: direct index for structure ( temp float) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -91,7 +91,7 @@ Shader version: 500 0:26 Branch: Return with expression 0:26 add ( temp 4-component vector of float) 0:26 'pos' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) 0:26 direct index ( temp 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -140,10 +140,10 @@ Shader version: 500 0:15 1 (const int) 0:15 Constant: 0:15 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:16 move second child to first child ( temp 2-component vector of float) 0:16 direct index ( temp 2-component vector of float) 0:16 uv: direct index for structure ( temp 2-element array of 2-component vector of float) @@ -152,9 +152,9 @@ Shader version: 500 0:16 2 (const int) 0:16 Constant: 0:16 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.000000 +0:16 1.000000 0:17 move second child to first child ( temp float) 0:17 x: direct index for structure ( temp float) 0:17 'packed' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) @@ -211,7 +211,7 @@ Shader version: 500 0:26 Branch: Return with expression 0:26 add ( temp 4-component vector of float) 0:26 'pos' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:26 Construct vec4 ( temp 4-component vector of float) 0:26 direct index ( temp 3-component vector of float) 0:26 pos: direct index for structure ( temp 3-element array of 3-component vector of float) 0:26 'packed2' ( temp structure{ temp texture2D tex, temp 3-element array of 3-component vector of float pos, temp 2-element array of 2-component vector of float uv, temp float x, temp int n}) diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index a8479f50..68476d2a 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -16,7 +16,7 @@ using depth_any 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: @@ -78,7 +78,7 @@ using depth_any 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: diff --git a/Test/baseResults/hlsl.precedence.frag.out b/Test/baseResults/hlsl.precedence.frag.out index 85fe1879..3992618d 100644 --- a/Test/baseResults/hlsl.precedence.frag.out +++ b/Test/baseResults/hlsl.precedence.frag.out @@ -18,7 +18,7 @@ gl_FragCoord origin is upper left 0:8 'a2' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float) 0:8 'a1' ( in 4-component vector of float) @@ -94,7 +94,7 @@ gl_FragCoord origin is upper left 0:8 'a2' ( in 4-component vector of float) 0:8 'a3' ( in 4-component vector of float) 0:8 'a4' ( in 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 component-wise multiply ( temp 3-component vector of float) 0:8 vector swizzle ( temp 3-component vector of float) 0:8 'a1' ( in 4-component vector of float) diff --git a/Test/baseResults/hlsl.promote.atomic.frag.out b/Test/baseResults/hlsl.promote.atomic.frag.out index f4197ef1..a34b7ddd 100644 --- a/Test/baseResults/hlsl.promote.atomic.frag.out +++ b/Test/baseResults/hlsl.promote.atomic.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:13 Convert int to uint ( temp uint) 0:13 'Inc' ( temp int) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence @@ -48,11 +48,11 @@ gl_FragCoord origin is upper left 0:13 Convert int to uint ( temp uint) 0:13 'Inc' ( temp int) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.promote.vec1.frag.out b/Test/baseResults/hlsl.promote.vec1.frag.out index 8ea55d02..11e324f9 100644 --- a/Test/baseResults/hlsl.promote.vec1.frag.out +++ b/Test/baseResults/hlsl.promote.vec1.frag.out @@ -23,11 +23,11 @@ gl_FragCoord origin is upper left 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence @@ -65,11 +65,11 @@ gl_FragCoord origin is upper left 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:15 Constant: +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 +0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 91ed472f..f1354063 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -757,7 +757,7 @@ gl_FragCoord origin is upper left 0:196 Sequence 0:196 move second child to first child ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:196 Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: @@ -1550,7 +1550,7 @@ gl_FragCoord origin is upper left 0:196 Sequence 0:196 move second child to first child ( temp 4-component vector of float) 0:196 'outval' ( temp 4-component vector of float) -0:? Construct vec4 ( temp 4-component vector of float) +0:196 Construct vec4 ( temp 4-component vector of float) 0:196 Constant: 0:196 3.600000 0:196 Constant: diff --git a/Test/baseResults/hlsl.rw.bracket.frag.out b/Test/baseResults/hlsl.rw.bracket.frag.out index 70688254..c79877c0 100644 --- a/Test/baseResults/hlsl.rw.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.bracket.frag.out @@ -183,11 +183,11 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) +0:79 3 (const int) +0:79 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -199,11 +199,11 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) +0:80 3 (const uint) +0:80 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -428,11 +428,11 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) +0:97 3 (const int) +0:97 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -444,11 +444,11 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) +0:98 3 (const uint) +0:98 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -481,11 +481,11 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) -0:? 7 (const int) -0:? 8 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) +0:103 7 (const int) +0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -497,11 +497,11 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) +0:104 3 (const uint) +0:104 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -816,11 +816,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float) -0:? imageLoad ( temp 4-component vector of float) +0:135 imageLoad ( temp 4-component vector of float) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: @@ -1057,11 +1057,11 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) +0:79 3 (const int) +0:79 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -1073,11 +1073,11 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) +0:80 3 (const uint) +0:80 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -1302,11 +1302,11 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 4-component vector of int) 0:97 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) +0:97 3 (const int) +0:97 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -1318,11 +1318,11 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 4-component vector of uint) 0:98 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) +0:98 3 (const uint) +0:98 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -1355,11 +1355,11 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 4-component vector of int) 0:103 'storeTemp' ( temp 4-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) -0:? 7 (const int) -0:? 8 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) +0:103 7 (const int) +0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -1371,11 +1371,11 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 4-component vector of uint) 0:104 'storeTemp' ( temp 4-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) +0:104 3 (const uint) +0:104 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -1690,11 +1690,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 4-component vector of float) 0:135 'storeTemp' ( temp 4-component vector of float) -0:? imageLoad ( temp 4-component vector of float) +0:135 imageLoad ( temp 4-component vector of float) 0:135 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out index 06146770..e76d5972 100644 --- a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out @@ -789,11 +789,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp float) 0:135 'storeTemp' ( temp float) -0:? imageLoad ( temp float) +0:135 imageLoad ( temp float) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: @@ -1636,11 +1636,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp float) 0:135 'storeTemp' ( temp float) -0:? imageLoad ( temp float) +0:135 imageLoad ( temp float) 0:135 'g_tTex2df1' (layout( r32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df1' (layout( r32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.rw.swizzle.frag.out b/Test/baseResults/hlsl.rw.swizzle.frag.out index 71a9e6cc..97dd0dc4 100644 --- a/Test/baseResults/hlsl.rw.swizzle.frag.out +++ b/Test/baseResults/hlsl.rw.swizzle.frag.out @@ -6,10 +6,10 @@ gl_FragCoord origin is upper left 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence @@ -35,10 +35,10 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:12 Constant: +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 0:12 imageStore ( temp void) 0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'tc2' ( temp 2-component vector of int) @@ -109,10 +109,10 @@ gl_FragCoord origin is upper left 0:4 Function Parameters: 0:? Sequence 0:4 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 0:7 Function Definition: @main( ( temp 4-component vector of float) 0:7 Function Parameters: 0:? Sequence @@ -138,10 +138,10 @@ gl_FragCoord origin is upper left 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:12 Constant: +0:12 1.000000 +0:12 2.000000 +0:12 3.000000 0:12 imageStore ( temp void) 0:12 'rwtx' (layout( rgba32f) uniform image2D) 0:12 'tc2' ( temp 2-component vector of int) diff --git a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out index 68e40de8..c8d10e60 100644 --- a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out @@ -26,27 +26,27 @@ gl_FragCoord origin is upper left 0:? Sequence 0:46 move second child to first child ( temp 2-component vector of int) 0:46 'x' ( out 2-component vector of int) -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:46 Constant: +0:46 0 (const int) +0:46 0 (const int) 0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: 0:47 'x' ( out 2-component vector of uint) 0:? Sequence 0:47 move second child to first child ( temp 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint) -0:? Constant: -0:? 0 (const uint) -0:? 0 (const uint) +0:47 Constant: +0:47 0 (const uint) +0:47 0 (const uint) 0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: 0:48 'x' ( out 2-component vector of float) 0:? Sequence 0:48 move second child to first child ( temp 2-component vector of float) 0:48 'x' ( out 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:48 Constant: +0:48 0.000000 +0:48 0.000000 0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence @@ -177,9 +177,9 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -191,9 +191,9 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -418,9 +418,9 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -432,9 +432,9 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -467,9 +467,9 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -481,9 +481,9 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -798,11 +798,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float) -0:? imageLoad ( temp 2-component vector of float) +0:135 imageLoad ( temp 2-component vector of float) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: @@ -882,27 +882,27 @@ gl_FragCoord origin is upper left 0:? Sequence 0:46 move second child to first child ( temp 2-component vector of int) 0:46 'x' ( out 2-component vector of int) -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:46 Constant: +0:46 0 (const int) +0:46 0 (const int) 0:47 Function Definition: Fn2(vu2; ( temp void) 0:47 Function Parameters: 0:47 'x' ( out 2-component vector of uint) 0:? Sequence 0:47 move second child to first child ( temp 2-component vector of uint) 0:47 'x' ( out 2-component vector of uint) -0:? Constant: -0:? 0 (const uint) -0:? 0 (const uint) +0:47 Constant: +0:47 0 (const uint) +0:47 0 (const uint) 0:48 Function Definition: Fn2(vf2; ( temp void) 0:48 Function Parameters: 0:48 'x' ( out 2-component vector of float) 0:? Sequence 0:48 move second child to first child ( temp 2-component vector of float) 0:48 'x' ( out 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:48 Constant: +0:48 0.000000 +0:48 0.000000 0:50 Function Definition: SomeValue( ( temp 2-component vector of float) 0:50 Function Parameters: 0:? Sequence @@ -1033,9 +1033,9 @@ gl_FragCoord origin is upper left 0:79 Sequence 0:79 move second child to first child ( temp 2-component vector of int) 0:79 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 2 (const int) -0:? 2 (const int) +0:79 Constant: +0:79 2 (const int) +0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 0:79 c1: direct index for structure ( uniform int) @@ -1047,9 +1047,9 @@ gl_FragCoord origin is upper left 0:80 Sequence 0:80 move second child to first child ( temp 2-component vector of uint) 0:80 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 3 (const uint) -0:? 2 (const uint) +0:80 Constant: +0:80 3 (const uint) +0:80 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) 0:80 c1: direct index for structure ( uniform int) @@ -1274,9 +1274,9 @@ gl_FragCoord origin is upper left 0:97 Sequence 0:97 move second child to first child ( temp 2-component vector of int) 0:97 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 5 (const int) -0:? 2 (const int) +0:97 Constant: +0:97 5 (const int) +0:97 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) 0:97 c2: direct index for structure ( uniform 2-component vector of int) @@ -1288,9 +1288,9 @@ gl_FragCoord origin is upper left 0:98 Sequence 0:98 move second child to first child ( temp 2-component vector of uint) 0:98 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 6 (const uint) -0:? 2 (const uint) +0:98 Constant: +0:98 6 (const uint) +0:98 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) 0:98 c2: direct index for structure ( uniform 2-component vector of int) @@ -1323,9 +1323,9 @@ gl_FragCoord origin is upper left 0:103 Sequence 0:103 move second child to first child ( temp 2-component vector of int) 0:103 'storeTemp' ( temp 2-component vector of int) -0:? Constant: -0:? 8 (const int) -0:? 6 (const int) +0:103 Constant: +0:103 8 (const int) +0:103 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) 0:103 c3: direct index for structure ( uniform 3-component vector of int) @@ -1337,9 +1337,9 @@ gl_FragCoord origin is upper left 0:104 Sequence 0:104 move second child to first child ( temp 2-component vector of uint) 0:104 'storeTemp' ( temp 2-component vector of uint) -0:? Constant: -0:? 9 (const uint) -0:? 2 (const uint) +0:104 Constant: +0:104 9 (const uint) +0:104 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) 0:104 c3: direct index for structure ( uniform 3-component vector of int) @@ -1654,11 +1654,11 @@ gl_FragCoord origin is upper left 0:135 Sequence 0:135 move second child to first child ( temp 2-component vector of float) 0:135 'storeTemp' ( temp 2-component vector of float) -0:? imageLoad ( temp 2-component vector of float) +0:135 imageLoad ( temp 2-component vector of float) 0:135 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:135 Constant: +0:135 2 (const int) +0:135 3 (const int) 0:135 imageStore ( temp void) 0:135 'g_tTex1df2' (layout( rg32f) uniform image1D) 0:135 Constant: diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index 6ecbcf39..28d96f0d 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int) @@ -23,9 +23,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint) @@ -33,9 +33,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float) @@ -43,10 +43,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -54,10 +54,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -65,10 +65,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -76,11 +76,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -88,11 +88,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -100,11 +100,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -176,9 +176,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval11' ( temp 4-component vector of int) @@ -186,9 +186,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval12' ( temp 4-component vector of uint) @@ -196,9 +196,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:31 Sequence 0:31 move second child to first child ( temp 4-component vector of float) 0:31 'txval20' ( temp 4-component vector of float) @@ -206,10 +206,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -217,10 +217,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -228,10 +228,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -239,11 +239,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -251,11 +251,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -263,11 +263,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index 9d066673..12c67111 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -126,9 +126,9 @@ using depth_any 0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:74 Constant: +0:74 0.100000 +0:74 0.200000 0:75 Sequence 0:75 move second child to first child ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int) @@ -136,9 +136,9 @@ using depth_any 0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:75 Constant: +0:75 0.300000 +0:75 0.400000 0:76 Sequence 0:76 move second child to first child ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint) @@ -146,9 +146,9 @@ using depth_any 0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:76 Constant: +0:76 0.500000 +0:76 0.600000 0:78 Sequence 0:78 move second child to first child ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float) @@ -156,10 +156,10 @@ using depth_any 0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:78 Constant: +0:78 0.100000 +0:78 0.200000 +0:78 0.300000 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int) @@ -167,10 +167,10 @@ using depth_any 0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:79 Constant: +0:79 0.400000 +0:79 0.500000 +0:79 0.600000 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint) @@ -178,10 +178,10 @@ using depth_any 0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:80 Constant: +0:80 0.700000 +0:80 0.800000 +0:80 0.900000 0:82 Sequence 0:82 move second child to first child ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float) @@ -189,10 +189,10 @@ using depth_any 0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:82 Constant: +0:82 0.100000 +0:82 0.200000 +0:82 0.300000 0:83 Sequence 0:83 move second child to first child ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int) @@ -200,10 +200,10 @@ using depth_any 0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:83 Constant: +0:83 0.400000 +0:83 0.500000 +0:83 0.600000 0:84 Sequence 0:84 move second child to first child ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint) @@ -211,10 +211,10 @@ using depth_any 0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:84 Constant: +0:84 0.700000 +0:84 0.800000 +0:84 0.900000 0:86 move second child to first child ( temp 4-component vector of float) 0:86 Color: direct index for structure ( temp 4-component vector of float) 0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -402,9 +402,9 @@ using depth_any 0:74 Construct combined texture-sampler ( temp sampler2D) 0:74 'g_tTex2df4' ( uniform texture2D) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:74 Constant: +0:74 0.100000 +0:74 0.200000 0:75 Sequence 0:75 move second child to first child ( temp 4-component vector of int) 0:75 'txval21' ( temp 4-component vector of int) @@ -412,9 +412,9 @@ using depth_any 0:75 Construct combined texture-sampler ( temp isampler2D) 0:75 'g_tTex2di4' ( uniform itexture2D) 0:75 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:75 Constant: +0:75 0.300000 +0:75 0.400000 0:76 Sequence 0:76 move second child to first child ( temp 4-component vector of uint) 0:76 'txval22' ( temp 4-component vector of uint) @@ -422,9 +422,9 @@ using depth_any 0:76 Construct combined texture-sampler ( temp usampler2D) 0:76 'g_tTex2du4' ( uniform utexture2D) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:76 Constant: +0:76 0.500000 +0:76 0.600000 0:78 Sequence 0:78 move second child to first child ( temp 4-component vector of float) 0:78 'txval30' ( temp 4-component vector of float) @@ -432,10 +432,10 @@ using depth_any 0:78 Construct combined texture-sampler ( temp sampler3D) 0:78 'g_tTex3df4' ( uniform texture3D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:78 Constant: +0:78 0.100000 +0:78 0.200000 +0:78 0.300000 0:79 Sequence 0:79 move second child to first child ( temp 4-component vector of int) 0:79 'txval31' ( temp 4-component vector of int) @@ -443,10 +443,10 @@ using depth_any 0:79 Construct combined texture-sampler ( temp isampler3D) 0:79 'g_tTex3di4' ( uniform itexture3D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:79 Constant: +0:79 0.400000 +0:79 0.500000 +0:79 0.600000 0:80 Sequence 0:80 move second child to first child ( temp 4-component vector of uint) 0:80 'txval32' ( temp 4-component vector of uint) @@ -454,10 +454,10 @@ using depth_any 0:80 Construct combined texture-sampler ( temp usampler3D) 0:80 'g_tTex3du4' ( uniform utexture3D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:80 Constant: +0:80 0.700000 +0:80 0.800000 +0:80 0.900000 0:82 Sequence 0:82 move second child to first child ( temp 4-component vector of float) 0:82 'txval40' ( temp 4-component vector of float) @@ -465,10 +465,10 @@ using depth_any 0:82 Construct combined texture-sampler ( temp samplerCube) 0:82 'g_tTexcdf4' ( uniform textureCube) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:82 Constant: +0:82 0.100000 +0:82 0.200000 +0:82 0.300000 0:83 Sequence 0:83 move second child to first child ( temp 4-component vector of int) 0:83 'txval41' ( temp 4-component vector of int) @@ -476,10 +476,10 @@ using depth_any 0:83 Construct combined texture-sampler ( temp isamplerCube) 0:83 'g_tTexcdi4' ( uniform itextureCube) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:83 Constant: +0:83 0.400000 +0:83 0.500000 +0:83 0.600000 0:84 Sequence 0:84 move second child to first child ( temp 4-component vector of uint) 0:84 'txval42' ( temp 4-component vector of uint) @@ -487,10 +487,10 @@ using depth_any 0:84 Construct combined texture-sampler ( temp usamplerCube) 0:84 'g_tTexcdu4' ( uniform utextureCube) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:84 Constant: +0:84 0.700000 +0:84 0.800000 +0:84 0.900000 0:86 move second child to first child ( temp 4-component vector of float) 0:86 Color: direct index for structure ( temp 4-component vector of float) 0:86 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.sample.dx9.frag.out b/Test/baseResults/hlsl.sample.dx9.frag.out index 5f2aecdd..282455c7 100644 --- a/Test/baseResults/hlsl.sample.dx9.frag.out +++ b/Test/baseResults/hlsl.sample.dx9.frag.out @@ -9,18 +9,18 @@ using depth_any 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) -0:? Constant: -0:? 0.400000 -0:? 0.300000 +0:20 Constant: +0:20 0.400000 +0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) @@ -31,41 +31,41 @@ using depth_any 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:22 Constant: +0:22 0.500000 +0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:23 Constant: +0:23 0.500000 +0:23 0.600000 +0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:24 Constant: +0:24 0.500000 +0:24 0.600000 +0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 direct index ( temp float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) @@ -73,17 +73,17 @@ using depth_any 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) @@ -91,17 +91,17 @@ using depth_any 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) @@ -109,17 +109,17 @@ using depth_any 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) @@ -127,17 +127,17 @@ using depth_any 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) @@ -200,18 +200,18 @@ using depth_any 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) -0:? Constant: -0:? 0.400000 -0:? 0.300000 +0:20 Constant: +0:20 0.400000 +0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) @@ -222,41 +222,41 @@ using depth_any 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:22 Constant: +0:22 0.500000 +0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:23 Constant: +0:23 0.500000 +0:23 0.600000 +0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 +0:24 Constant: +0:24 0.500000 +0:24 0.600000 +0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 direct index ( temp float) -0:? Constant: -0:? 0.400000 -0:? 0.300000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.400000 +0:26 0.300000 +0:26 0.000000 +0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) @@ -264,17 +264,17 @@ using depth_any 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:27 Constant: +0:27 0.500000 +0:27 0.000000 +0:27 0.000000 +0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) @@ -282,17 +282,17 @@ using depth_any 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.500000 +0:28 0.600000 +0:28 0.000000 +0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) @@ -300,17 +300,17 @@ using depth_any 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.400000 +0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) @@ -318,17 +318,17 @@ using depth_any 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.400000 -0:? 0.000000 +0:30 Constant: +0:30 0.500000 +0:30 0.600000 +0:30 0.400000 +0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.sample.dx9.vert.out b/Test/baseResults/hlsl.sample.dx9.vert.out index 0b47bff3..4b718cf1 100644 --- a/Test/baseResults/hlsl.sample.dx9.vert.out +++ b/Test/baseResults/hlsl.sample.dx9.vert.out @@ -7,27 +7,27 @@ Shader version: 500 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 direct index ( temp float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) @@ -35,17 +35,17 @@ Shader version: 500 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) @@ -86,27 +86,27 @@ Shader version: 500 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:14 Constant: +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 +0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 direct index ( temp float) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.000000 -0:? 1.000000 +0:16 Constant: +0:16 0.300000 +0:16 0.400000 +0:16 0.000000 +0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) @@ -114,17 +114,17 @@ Shader version: 500 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 direct index ( temp float) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.000000 -0:? 1.000000 +0:17 Constant: +0:17 0.500000 +0:17 0.600000 +0:17 0.000000 +0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index fc916999..e5d204f9 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -46,12 +46,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -59,12 +59,12 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -72,12 +72,12 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -85,14 +85,14 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -100,14 +100,14 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -115,14 +115,14 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -230,12 +230,12 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -243,12 +243,12 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -256,12 +256,12 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -269,14 +269,14 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -284,14 +284,14 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -299,14 +299,14 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index 4d53975b..5b14c657 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence @@ -25,9 +25,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence @@ -37,9 +37,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence @@ -49,13 +49,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -63,13 +63,13 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -77,13 +77,13 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -152,9 +152,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:24 Sequence @@ -164,9 +164,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:25 Sequence @@ -176,9 +176,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:27 Sequence @@ -188,13 +188,13 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -202,13 +202,13 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -216,13 +216,13 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index 79901963..e177d77b 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence @@ -25,9 +25,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence @@ -37,9 +37,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence @@ -49,10 +49,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.500000 0:32 Sequence @@ -62,10 +62,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.500000 0:33 Sequence @@ -75,10 +75,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.500000 0:35 Sequence @@ -88,11 +88,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -102,11 +102,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -116,11 +116,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.500000 0:39 move second child to first child ( temp 4-component vector of float) @@ -194,9 +194,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.500000 0:28 Sequence @@ -206,9 +206,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.500000 0:29 Sequence @@ -218,9 +218,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.500000 0:31 Sequence @@ -230,10 +230,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.500000 0:32 Sequence @@ -243,10 +243,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.500000 0:33 Sequence @@ -256,10 +256,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.500000 0:35 Sequence @@ -269,11 +269,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -283,11 +283,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -297,11 +297,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.500000 0:39 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index b318306e..2f15b42b 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -46,9 +46,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -58,9 +58,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -70,9 +70,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence @@ -82,10 +82,10 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 0:40 Sequence @@ -95,10 +95,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 0:41 Sequence @@ -108,10 +108,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 0:43 Sequence @@ -121,10 +121,10 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 0:43 Constant: 0:43 0.500000 0:44 Sequence @@ -134,10 +134,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 0:44 Constant: 0:44 0.500000 0:45 Sequence @@ -147,10 +147,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 0:45 Constant: 0:45 0.500000 0:47 move second child to first child ( temp 4-component vector of float) @@ -260,9 +260,9 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 0:36 Sequence @@ -272,9 +272,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 0:37 Sequence @@ -284,9 +284,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.500000 0:39 Sequence @@ -296,10 +296,10 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 0:40 Sequence @@ -309,10 +309,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 0:41 Sequence @@ -322,10 +322,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 0:43 Sequence @@ -335,10 +335,10 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 0:43 Constant: 0:43 0.500000 0:44 Sequence @@ -348,10 +348,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 0:44 Constant: 0:44 0.500000 0:45 Sequence @@ -361,10 +361,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 0:45 Constant: 0:45 0.500000 0:47 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index 0e073ee7..478091db 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -52,14 +52,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -67,14 +67,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -82,14 +82,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 0:37 Constant: 0:37 0.500000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -97,16 +97,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -114,16 +114,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -131,16 +131,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -254,14 +254,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -269,14 +269,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -284,14 +284,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 0:37 Constant: 0:37 0.500000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -299,16 +299,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -316,16 +316,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -333,16 +333,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.500000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index 6225c452..f5aff67f 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.500000 0:23 Constant: @@ -27,9 +27,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.500000 0:24 Constant: @@ -41,9 +41,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.500000 0:25 Constant: @@ -55,15 +55,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -71,15 +71,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -87,15 +87,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 0:29 Constant: 0:29 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -164,9 +164,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.500000 0:23 Constant: @@ -178,9 +178,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.500000 0:24 Constant: @@ -192,9 +192,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.500000 0:25 Constant: @@ -206,15 +206,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -222,15 +222,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -238,15 +238,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 0:29 Constant: 0:29 0.500000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 0.600000 +0:29 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index b1c1d6d2..0ab61eba 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -27,9 +27,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -40,9 +40,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence @@ -53,10 +53,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -67,10 +67,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -81,10 +81,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:52 Sequence @@ -95,11 +95,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:53 Sequence @@ -110,11 +110,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -125,11 +125,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:56 move second child to first child ( temp 4-component vector of float) @@ -215,9 +215,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -228,9 +228,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -241,9 +241,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:47 Sequence @@ -254,10 +254,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -268,10 +268,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -282,10 +282,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:52 Sequence @@ -296,11 +296,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:53 Sequence @@ -311,11 +311,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -326,11 +326,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:56 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index e3d5b930..c178c571 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -50,9 +50,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -63,9 +63,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -76,9 +76,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence @@ -89,10 +89,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -103,10 +103,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:55 Sequence @@ -117,10 +117,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:57 move second child to first child ( temp 4-component vector of float) @@ -242,9 +242,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:48 Sequence @@ -255,9 +255,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:49 Sequence @@ -268,9 +268,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:53 Sequence @@ -281,10 +281,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:54 Sequence @@ -295,10 +295,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:55 Sequence @@ -309,10 +309,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:57 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplecmp.negative.frag.out b/Test/baseResults/hlsl.samplecmp.negative.frag.out index 65a69e8f..37a324be 100644 --- a/Test/baseResults/hlsl.samplecmp.negative.frag.out +++ b/Test/baseResults/hlsl.samplecmp.negative.frag.out @@ -14,18 +14,18 @@ ERROR: node is still EOpNull! 0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 0:9 Constant: 0:9 0.000000 0:10 ERROR: Bad aggregation op ( temp float) 0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:10 Constant: +0:10 0.000000 +0:10 0.000000 0:10 Constant: 0:10 0.000000 0:12 Branch: Return with expression @@ -62,18 +62,18 @@ ERROR: node is still EOpNull! 0:9 'g_shadowTex' ( uniform texture2DShadow) 0:9 'g_shadowSamplerComp' ( uniform sampler) 0:9 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 0:9 Constant: 0:9 0.000000 0:10 ERROR: Bad aggregation op ( temp float) 0:10 'g_nonShadowTex' ( uniform texture2D) 0:10 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:10 Constant: +0:10 0.000000 +0:10 0.000000 0:10 Constant: 0:10 0.000000 0:12 Branch: Return with expression diff --git a/Test/baseResults/hlsl.samplecmp.negative2.frag.out b/Test/baseResults/hlsl.samplecmp.negative2.frag.out index 996b3f87..893a6d91 100644 --- a/Test/baseResults/hlsl.samplecmp.negative2.frag.out +++ b/Test/baseResults/hlsl.samplecmp.negative2.frag.out @@ -13,14 +13,14 @@ ERROR: node is still EOpNull! ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 0:7 Constant: 0:7 0.000000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:7 0.000000 +0:7 Constant: +0:7 0.000000 +0:7 Constant: +0:7 0 (const int) +0:7 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 @@ -52,14 +52,14 @@ ERROR: node is still EOpNull! ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) -0:? Constant: -0:? 0.000000 -0:? 0.000000 0:7 Constant: 0:7 0.000000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:7 0.000000 +0:7 Constant: +0:7 0.000000 +0:7 Constant: +0:7 0 (const int) +0:7 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index aaa2b744..1e50d7bb 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -56,14 +56,14 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -72,14 +72,14 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -88,14 +88,14 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:62 move second child to first child ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -221,14 +221,14 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -237,14 +237,14 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -253,14 +253,14 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:62 move second child to first child ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index 501f4c0c..3b1eb6f6 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -29,9 +29,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -44,9 +44,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -59,15 +59,15 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -76,15 +76,15 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -93,15 +93,15 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -185,9 +185,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -200,9 +200,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -215,9 +215,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -230,15 +230,15 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -247,15 +247,15 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -264,15 +264,15 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index ecfeb1bc..a734e544 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -29,9 +29,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -44,9 +44,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -59,10 +59,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -75,10 +75,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -91,10 +91,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -107,11 +107,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:52 Constant: @@ -124,11 +124,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -141,11 +141,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -233,9 +233,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -248,9 +248,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -263,9 +263,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -278,10 +278,10 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -294,10 +294,10 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -310,10 +310,10 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -326,11 +326,11 @@ using depth_any 0:52 'g_tTexcdf4a' ( uniform textureCubeArrayShadow) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) 0:52 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:52 Constant: +0:52 0.100000 +0:52 0.200000 +0:52 0.300000 +0:52 0.400000 0:52 Constant: 0:52 0.750000 0:52 Constant: @@ -343,11 +343,11 @@ using depth_any 0:53 'g_tTexcdi4a' ( uniform itextureCubeArrayShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 +0:53 0.400000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -360,11 +360,11 @@ using depth_any 0:54 'g_tTexcdu4a' ( uniform utextureCubeArrayShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 +0:54 0.400000 0:54 Constant: 0:54 0.750000 0:54 Constant: diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index c852c9ff..54135cdb 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -56,9 +56,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -71,9 +71,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -86,9 +86,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -101,10 +101,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -117,10 +117,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -133,10 +133,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:55 Constant: @@ -266,9 +266,9 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: @@ -281,9 +281,9 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: @@ -296,9 +296,9 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: @@ -311,10 +311,10 @@ using depth_any 0:53 'g_tTexcdf4' ( uniform textureCubeShadow) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) 0:53 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:53 Constant: +0:53 0.100000 +0:53 0.200000 +0:53 0.300000 0:53 Constant: 0:53 0.750000 0:53 Constant: @@ -327,10 +327,10 @@ using depth_any 0:54 'g_tTexcdi4' ( uniform itextureCubeShadow) 0:54 'g_sSamp' (layout( binding=0) uniform sampler) 0:54 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:54 Constant: +0:54 0.100000 +0:54 0.200000 +0:54 0.300000 0:54 Constant: 0:54 0.750000 0:54 Constant: @@ -343,10 +343,10 @@ using depth_any 0:55 'g_tTexcdu4' ( uniform utextureCubeShadow) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) 0:55 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:55 Constant: +0:55 0.100000 +0:55 0.200000 +0:55 0.300000 0:55 Constant: 0:55 0.750000 0:55 Constant: diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index 95c5c61e..4922cded 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -62,16 +62,16 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -80,16 +80,16 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -98,16 +98,16 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:62 move second child to first child ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -239,16 +239,16 @@ using depth_any 0:47 'g_tTex2df4' ( uniform texture2DShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r23' ( temp float) @@ -257,16 +257,16 @@ using depth_any 0:48 'g_tTex2di4' ( uniform itexture2DShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r25' ( temp float) @@ -275,16 +275,16 @@ using depth_any 0:49 'g_tTex2du4' ( uniform utexture2DShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:62 move second child to first child ( temp 4-component vector of float) 0:62 Color: direct index for structure ( temp 4-component vector of float) 0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index 89a7bbac..22bd2577 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -14,9 +14,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -31,9 +31,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -48,9 +48,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -65,17 +65,17 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -84,17 +84,17 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -103,17 +103,17 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -197,9 +197,9 @@ using depth_any 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: @@ -214,9 +214,9 @@ using depth_any 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: @@ -231,9 +231,9 @@ using depth_any 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: @@ -248,17 +248,17 @@ using depth_any 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:47 Constant: +0:47 0.100000 +0:47 0.200000 +0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:47 Constant: +0:47 2 (const int) +0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) @@ -267,17 +267,17 @@ using depth_any 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:48 Constant: +0:48 0.100000 +0:48 0.200000 +0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:48 Constant: +0:48 2 (const int) +0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) @@ -286,17 +286,17 @@ using depth_any 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:49 Constant: +0:49 0.100000 +0:49 0.200000 +0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 -0:? Constant: -0:? 2 (const int) -0:? 3 (const int) +0:49 Constant: +0:49 2 (const int) +0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index 8daeb7fc..67e1d157 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -27,9 +27,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -41,9 +41,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -55,16 +55,16 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -72,16 +72,16 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -89,16 +89,16 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -106,19 +106,19 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -126,19 +126,19 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -146,19 +146,19 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 0.300000 +0:37 0.400000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -230,9 +230,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -244,9 +244,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -258,9 +258,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -272,16 +272,16 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -289,16 +289,16 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -306,16 +306,16 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of float) 0:35 'txval40' ( temp 4-component vector of float) @@ -323,19 +323,19 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 1.300000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval41' ( temp 4-component vector of int) @@ -343,19 +343,19 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 1.300000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval42' ( temp 4-component vector of uint) @@ -363,19 +363,19 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 0.300000 +0:37 0.400000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 1.300000 0:39 move second child to first child ( temp 4-component vector of float) 0:39 Color: direct index for structure ( temp 4-component vector of float) 0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index 03888b62..8f2fabc4 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -52,15 +52,15 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -68,15 +68,15 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -84,15 +84,15 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -100,18 +100,18 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -119,18 +119,18 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -138,18 +138,18 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float) @@ -157,18 +157,18 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int) @@ -176,18 +176,18 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:45 Sequence 0:45 move second child to first child ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint) @@ -195,18 +195,18 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 0:47 move second child to first child ( temp 4-component vector of float) 0:47 Color: direct index for structure ( temp 4-component vector of float) 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -320,15 +320,15 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -336,15 +336,15 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -352,15 +352,15 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -368,18 +368,18 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -387,18 +387,18 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -406,18 +406,18 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of float) 0:43 'txval40' ( temp 4-component vector of float) @@ -425,18 +425,18 @@ using depth_any 0:43 Construct combined texture-sampler ( temp samplerCube) 0:43 'g_tTexcdf4' ( uniform textureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.100000 +0:43 0.200000 +0:43 0.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of int) 0:44 'txval41' ( temp 4-component vector of int) @@ -444,18 +444,18 @@ using depth_any 0:44 Construct combined texture-sampler ( temp isamplerCube) 0:44 'g_tTexcdi4' ( uniform itextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.400000 +0:44 0.500000 +0:44 0.600000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:45 Sequence 0:45 move second child to first child ( temp 4-component vector of uint) 0:45 'txval42' ( temp 4-component vector of uint) @@ -463,18 +463,18 @@ using depth_any 0:45 Construct combined texture-sampler ( temp usamplerCube) 0:45 'g_tTexcdu4' ( uniform utextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:45 Constant: +0:45 0.700000 +0:45 0.800000 +0:45 0.900000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 +0:45 Constant: +0:45 1.100000 +0:45 1.200000 +0:45 1.300000 0:47 move second child to first child ( temp 4-component vector of float) 0:47 Color: direct index for structure ( temp 4-component vector of float) 0:47 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index 71da2459..69820905 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -50,15 +50,15 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -66,15 +66,15 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -82,15 +82,15 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float) @@ -98,18 +98,18 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int) @@ -117,18 +117,18 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint) @@ -136,18 +136,18 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float) @@ -155,18 +155,18 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int) @@ -174,18 +174,18 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint) @@ -193,28 +193,28 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:46 move second child to first child ( temp 4-component vector of float) 0:46 Pos: direct index for structure ( temp 4-component vector of float) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) @@ -299,15 +299,15 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 +0:34 Constant: +0:34 1.100000 +0:34 1.200000 0:35 Sequence 0:35 move second child to first child ( temp 4-component vector of int) 0:35 'txval21' ( temp 4-component vector of int) @@ -315,15 +315,15 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of uint) 0:36 'txval22' ( temp 4-component vector of uint) @@ -331,15 +331,15 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of float) 0:38 'txval30' ( temp 4-component vector of float) @@ -347,18 +347,18 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 +0:38 Constant: +0:38 1.100000 +0:38 1.200000 +0:38 1.300000 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of int) 0:39 'txval31' ( temp 4-component vector of int) @@ -366,18 +366,18 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of uint) 0:40 'txval32' ( temp 4-component vector of uint) @@ -385,18 +385,18 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 0:42 Sequence 0:42 move second child to first child ( temp 4-component vector of float) 0:42 'txval40' ( temp 4-component vector of float) @@ -404,18 +404,18 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 +0:42 Constant: +0:42 1.100000 +0:42 1.200000 +0:42 1.300000 0:43 Sequence 0:43 move second child to first child ( temp 4-component vector of int) 0:43 'txval41' ( temp 4-component vector of int) @@ -423,18 +423,18 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 +0:43 Constant: +0:43 1.100000 +0:43 1.200000 +0:43 1.300000 0:44 Sequence 0:44 move second child to first child ( temp 4-component vector of uint) 0:44 'txval42' ( temp 4-component vector of uint) @@ -442,28 +442,28 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 +0:44 Constant: +0:44 1.100000 +0:44 1.200000 +0:44 1.300000 0:46 move second child to first child ( temp 4-component vector of float) 0:46 Pos: direct index for structure ( temp 4-component vector of float) 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index 63192dfb..5694f89b 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -58,18 +58,18 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -77,18 +77,18 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -96,18 +96,18 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -115,22 +115,22 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -138,22 +138,22 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -161,22 +161,22 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -296,18 +296,18 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 Constant: +0:35 1.100000 +0:35 1.200000 +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -315,18 +315,18 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 0.300000 +0:36 0.400000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 +0:36 Constant: +0:36 1.100000 +0:36 1.200000 +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -334,18 +334,18 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 0.500000 +0:37 0.600000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 +0:37 Constant: +0:37 1.100000 +0:37 1.200000 +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -353,22 +353,22 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1.100000 +0:39 1.200000 +0:39 1.300000 +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -376,22 +376,22 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1.100000 +0:40 1.200000 +0:40 1.300000 +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -399,22 +399,22 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? 1.300000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1.100000 +0:41 1.200000 +0:41 1.300000 +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index fb8513b0..a3bc4c14 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -29,9 +29,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -45,9 +45,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -61,19 +61,19 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1 (const int) +0:31 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -81,19 +81,19 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1 (const int) +0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -101,19 +101,19 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:35 move second child to first child ( temp 4-component vector of float) 0:35 Color: direct index for structure ( temp 4-component vector of float) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -185,9 +185,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 1.100000 0:27 Constant: @@ -201,9 +201,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:28 Constant: +0:28 0.100000 +0:28 0.200000 0:28 Constant: 0:28 1.100000 0:28 Constant: @@ -217,9 +217,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:29 Constant: +0:29 0.100000 +0:29 0.200000 0:29 Constant: 0:29 1.100000 0:29 Constant: @@ -233,19 +233,19 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1.100000 +0:31 1.200000 +0:31 Constant: +0:31 1 (const int) +0:31 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of int) 0:32 'txval21' ( temp 4-component vector of int) @@ -253,19 +253,19 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:32 Constant: +0:32 0.100000 +0:32 0.200000 +0:32 0.300000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1.100000 +0:32 1.200000 +0:32 Constant: +0:32 1 (const int) +0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp 4-component vector of uint) 0:33 'txval22' ( temp 4-component vector of uint) @@ -273,19 +273,19 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1.100000 -0:? 1.200000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:33 Constant: +0:33 0.100000 +0:33 0.200000 +0:33 0.300000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1.100000 +0:33 1.200000 +0:33 Constant: +0:33 1 (const int) +0:33 0 (const int) 0:35 move second child to first child ( temp 4-component vector of float) 0:35 Color: direct index for structure ( temp 4-component vector of float) 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index 95a1a54f..68e0e87d 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence @@ -25,9 +25,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence @@ -37,9 +37,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence @@ -49,10 +49,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.750000 0:32 Sequence @@ -62,10 +62,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.750000 0:33 Sequence @@ -75,10 +75,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.750000 0:35 Sequence @@ -88,11 +88,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -102,11 +102,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -116,11 +116,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.750000 0:39 move second child to first child ( temp 4-component vector of float) @@ -194,9 +194,9 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler1DArray) 0:27 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 0:27 Constant: 0:27 0.750000 0:28 Sequence @@ -206,9 +206,9 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler1DArray) 0:28 'g_tTex1di4a' ( uniform itexture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:28 Constant: +0:28 0.200000 +0:28 0.300000 0:28 Constant: 0:28 0.750000 0:29 Sequence @@ -218,9 +218,9 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler1DArray) 0:29 'g_tTex1du4a' ( uniform utexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:29 Constant: +0:29 0.300000 +0:29 0.400000 0:29 Constant: 0:29 0.750000 0:31 Sequence @@ -230,10 +230,10 @@ using depth_any 0:31 Construct combined texture-sampler ( temp sampler2DArray) 0:31 'g_tTex2df4a' ( uniform texture2DArray) 0:31 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:31 Constant: +0:31 0.100000 +0:31 0.200000 +0:31 0.300000 0:31 Constant: 0:31 0.750000 0:32 Sequence @@ -243,10 +243,10 @@ using depth_any 0:32 Construct combined texture-sampler ( temp isampler2DArray) 0:32 'g_tTex2di4a' ( uniform itexture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:32 Constant: +0:32 0.300000 +0:32 0.400000 +0:32 0.500000 0:32 Constant: 0:32 0.750000 0:33 Sequence @@ -256,10 +256,10 @@ using depth_any 0:33 Construct combined texture-sampler ( temp usampler2DArray) 0:33 'g_tTex2du4a' ( uniform utexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:33 Constant: +0:33 0.500000 +0:33 0.600000 +0:33 0.700000 0:33 Constant: 0:33 0.750000 0:35 Sequence @@ -269,11 +269,11 @@ using depth_any 0:35 Construct combined texture-sampler ( temp samplerCubeArray) 0:35 'g_tTexcdf4a' ( uniform textureCubeArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -283,11 +283,11 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isamplerCubeArray) 0:36 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:36 Constant: +0:36 0.400000 +0:36 0.500000 +0:36 0.600000 +0:36 0.700000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -297,11 +297,11 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usamplerCubeArray) 0:37 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 -0:? 1.000000 +0:37 Constant: +0:37 0.700000 +0:37 0.800000 +0:37 0.900000 +0:37 1.000000 0:37 Constant: 0:37 0.750000 0:39 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index 99e252cc..ee3588da 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -46,9 +46,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -58,9 +58,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:37 Constant: +0:37 0.300000 +0:37 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence @@ -70,9 +70,9 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:38 Constant: +0:38 0.500000 +0:38 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence @@ -82,10 +82,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:40 Constant: 0:40 0.750000 0:41 Sequence @@ -95,10 +95,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:41 Constant: 0:41 0.750000 0:42 Sequence @@ -108,10 +108,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:42 Constant: 0:42 0.750000 0:44 Sequence @@ -121,10 +121,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 +0:44 0.300000 0:44 Constant: 0:44 0.750000 0:45 Sequence @@ -134,10 +134,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:45 Constant: +0:45 0.400000 +0:45 0.500000 +0:45 0.600000 0:45 Constant: 0:45 0.750000 0:46 Sequence @@ -147,10 +147,10 @@ using depth_any 0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:46 Constant: +0:46 0.700000 +0:46 0.800000 +0:46 0.900000 0:46 Constant: 0:46 0.750000 0:48 move second child to first child ( temp 4-component vector of float) @@ -261,9 +261,9 @@ using depth_any 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df4' ( uniform texture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:36 Constant: 0:36 0.750000 0:37 Sequence @@ -273,9 +273,9 @@ using depth_any 0:37 Construct combined texture-sampler ( temp isampler2D) 0:37 'g_tTex2di4' ( uniform itexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:37 Constant: +0:37 0.300000 +0:37 0.400000 0:37 Constant: 0:37 0.750000 0:38 Sequence @@ -285,9 +285,9 @@ using depth_any 0:38 Construct combined texture-sampler ( temp usampler2D) 0:38 'g_tTex2du4' ( uniform utexture2D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:38 Constant: +0:38 0.500000 +0:38 0.600000 0:38 Constant: 0:38 0.750000 0:40 Sequence @@ -297,10 +297,10 @@ using depth_any 0:40 Construct combined texture-sampler ( temp sampler3D) 0:40 'g_tTex3df4' ( uniform texture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:40 Constant: +0:40 0.100000 +0:40 0.200000 +0:40 0.300000 0:40 Constant: 0:40 0.750000 0:41 Sequence @@ -310,10 +310,10 @@ using depth_any 0:41 Construct combined texture-sampler ( temp isampler3D) 0:41 'g_tTex3di4' ( uniform itexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:41 Constant: +0:41 0.400000 +0:41 0.500000 +0:41 0.600000 0:41 Constant: 0:41 0.750000 0:42 Sequence @@ -323,10 +323,10 @@ using depth_any 0:42 Construct combined texture-sampler ( temp usampler3D) 0:42 'g_tTex3du4' ( uniform utexture3D) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:42 Constant: +0:42 0.700000 +0:42 0.800000 +0:42 0.900000 0:42 Constant: 0:42 0.750000 0:44 Sequence @@ -336,10 +336,10 @@ using depth_any 0:44 Construct combined texture-sampler ( temp samplerCube) 0:44 'g_tTexcdf4' ( uniform textureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:44 Constant: +0:44 0.100000 +0:44 0.200000 +0:44 0.300000 0:44 Constant: 0:44 0.750000 0:45 Sequence @@ -349,10 +349,10 @@ using depth_any 0:45 Construct combined texture-sampler ( temp isamplerCube) 0:45 'g_tTexcdi4' ( uniform itextureCube) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:45 Constant: +0:45 0.400000 +0:45 0.500000 +0:45 0.600000 0:45 Constant: 0:45 0.750000 0:46 Sequence @@ -362,10 +362,10 @@ using depth_any 0:46 Construct combined texture-sampler ( temp usamplerCube) 0:46 'g_tTexcdu4' ( uniform utextureCube) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:46 Constant: +0:46 0.700000 +0:46 0.800000 +0:46 0.900000 0:46 Constant: 0:46 0.750000 0:48 move second child to first child ( temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index d4d720bc..a3ff9e66 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -44,9 +44,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence @@ -56,9 +56,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -68,9 +68,9 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence @@ -80,10 +80,10 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 0:38 Constant: 0:38 0.750000 0:39 Sequence @@ -93,10 +93,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 0:39 Constant: 0:39 0.750000 0:40 Sequence @@ -106,10 +106,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 0:40 Constant: 0:40 0.750000 0:42 Sequence @@ -119,10 +119,10 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -132,10 +132,10 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -145,10 +145,10 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 0:44 Constant: 0:44 0.750000 0:46 move second child to first child ( temp 4-component vector of float) @@ -156,11 +156,11 @@ Shader version: 500 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) @@ -239,9 +239,9 @@ Shader version: 500 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df4' ( uniform texture2D) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:34 Constant: 0:34 0.750000 0:35 Sequence @@ -251,9 +251,9 @@ Shader version: 500 0:35 Construct combined texture-sampler ( temp isampler2D) 0:35 'g_tTex2di4' ( uniform itexture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:35 Constant: +0:35 0.300000 +0:35 0.400000 0:35 Constant: 0:35 0.750000 0:36 Sequence @@ -263,9 +263,9 @@ Shader version: 500 0:36 Construct combined texture-sampler ( temp usampler2D) 0:36 'g_tTex2du4' ( uniform utexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:36 Constant: +0:36 0.500000 +0:36 0.600000 0:36 Constant: 0:36 0.750000 0:38 Sequence @@ -275,10 +275,10 @@ Shader version: 500 0:38 Construct combined texture-sampler ( temp sampler3D) 0:38 'g_tTex3df4' ( uniform texture3D) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:38 Constant: +0:38 0.100000 +0:38 0.200000 +0:38 0.300000 0:38 Constant: 0:38 0.750000 0:39 Sequence @@ -288,10 +288,10 @@ Shader version: 500 0:39 Construct combined texture-sampler ( temp isampler3D) 0:39 'g_tTex3di4' ( uniform itexture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:39 Constant: +0:39 0.400000 +0:39 0.500000 +0:39 0.600000 0:39 Constant: 0:39 0.750000 0:40 Sequence @@ -301,10 +301,10 @@ Shader version: 500 0:40 Construct combined texture-sampler ( temp usampler3D) 0:40 'g_tTex3du4' ( uniform utexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:40 Constant: +0:40 0.700000 +0:40 0.800000 +0:40 0.900000 0:40 Constant: 0:40 0.750000 0:42 Sequence @@ -314,10 +314,10 @@ Shader version: 500 0:42 Construct combined texture-sampler ( temp samplerCube) 0:42 'g_tTexcdf4' ( uniform textureCube) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:42 Constant: +0:42 0.100000 +0:42 0.200000 +0:42 0.300000 0:42 Constant: 0:42 0.750000 0:43 Sequence @@ -327,10 +327,10 @@ Shader version: 500 0:43 Construct combined texture-sampler ( temp isamplerCube) 0:43 'g_tTexcdi4' ( uniform itextureCube) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:43 Constant: +0:43 0.400000 +0:43 0.500000 +0:43 0.600000 0:43 Constant: 0:43 0.750000 0:44 Sequence @@ -340,10 +340,10 @@ Shader version: 500 0:44 Construct combined texture-sampler ( temp usamplerCube) 0:44 'g_tTexcdu4' ( uniform utextureCube) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:44 Constant: +0:44 0.700000 +0:44 0.800000 +0:44 0.900000 0:44 Constant: 0:44 0.750000 0:46 move second child to first child ( temp 4-component vector of float) @@ -351,11 +351,11 @@ Shader version: 500 0:46 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:46 Constant: 0:46 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:46 Constant: +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 +0:46 0.000000 0:48 Branch: Return with expression 0:48 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:27 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index dda42386..c9d431b2 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -52,14 +52,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -67,14 +67,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -82,14 +82,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -97,16 +97,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -114,16 +114,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -131,16 +131,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -254,14 +254,14 @@ using depth_any 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df4' ( uniform texture2D) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:35 Constant: 0:35 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) +0:35 Constant: +0:35 1 (const int) +0:35 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp 4-component vector of int) 0:36 'txval21' ( temp 4-component vector of int) @@ -269,14 +269,14 @@ using depth_any 0:36 Construct combined texture-sampler ( temp isampler2D) 0:36 'g_tTex2di4' ( uniform itexture2D) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:36 Constant: +0:36 0.300000 +0:36 0.400000 0:36 Constant: 0:36 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) +0:36 Constant: +0:36 1 (const int) +0:36 1 (const int) 0:37 Sequence 0:37 move second child to first child ( temp 4-component vector of uint) 0:37 'txval22' ( temp 4-component vector of uint) @@ -284,14 +284,14 @@ using depth_any 0:37 Construct combined texture-sampler ( temp usampler2D) 0:37 'g_tTex2du4' ( uniform utexture2D) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 +0:37 Constant: +0:37 0.500000 +0:37 0.600000 0:37 Constant: 0:37 0.750000 -0:? Constant: -0:? 1 (const int) -0:? -1 (const int) +0:37 Constant: +0:37 1 (const int) +0:37 -1 (const int) 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'txval30' ( temp 4-component vector of float) @@ -299,16 +299,16 @@ using depth_any 0:39 Construct combined texture-sampler ( temp sampler3D) 0:39 'g_tTex3df4' ( uniform texture3D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:39 Constant: +0:39 0.100000 +0:39 0.200000 +0:39 0.300000 0:39 Constant: 0:39 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? 1 (const int) +0:39 Constant: +0:39 1 (const int) +0:39 0 (const int) +0:39 1 (const int) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of int) 0:40 'txval31' ( temp 4-component vector of int) @@ -316,16 +316,16 @@ using depth_any 0:40 Construct combined texture-sampler ( temp isampler3D) 0:40 'g_tTex3di4' ( uniform itexture3D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.500000 -0:? 0.600000 +0:40 Constant: +0:40 0.400000 +0:40 0.500000 +0:40 0.600000 0:40 Constant: 0:40 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 1 (const int) -0:? 1 (const int) +0:40 Constant: +0:40 1 (const int) +0:40 1 (const int) +0:40 1 (const int) 0:41 Sequence 0:41 move second child to first child ( temp 4-component vector of uint) 0:41 'txval32' ( temp 4-component vector of uint) @@ -333,16 +333,16 @@ using depth_any 0:41 Construct combined texture-sampler ( temp usampler3D) 0:41 'g_tTex3du4' ( uniform utexture3D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.700000 -0:? 0.800000 -0:? 0.900000 +0:41 Constant: +0:41 0.700000 +0:41 0.800000 +0:41 0.900000 0:41 Constant: 0:41 0.750000 -0:? Constant: -0:? 1 (const int) -0:? 0 (const int) -0:? -1 (const int) +0:41 Constant: +0:41 1 (const int) +0:41 0 (const int) +0:41 -1 (const int) 0:45 move second child to first child ( temp 4-component vector of float) 0:45 Color: direct index for structure ( temp 4-component vector of float) 0:45 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index c0c27e4d..3f6ae556 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -13,9 +13,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.750000 0:23 Constant: @@ -27,9 +27,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.750000 0:24 Constant: @@ -41,9 +41,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.750000 0:25 Constant: @@ -55,15 +55,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -71,15 +71,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -87,15 +87,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 0:29 Constant: 0:29 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) @@ -164,9 +164,9 @@ using depth_any 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:23 Constant: +0:23 0.100000 +0:23 0.200000 0:23 Constant: 0:23 0.750000 0:23 Constant: @@ -178,9 +178,9 @@ using depth_any 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.300000 +0:24 Constant: +0:24 0.200000 +0:24 0.300000 0:24 Constant: 0:24 0.750000 0:24 Constant: @@ -192,9 +192,9 @@ using depth_any 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 +0:25 Constant: +0:25 0.300000 +0:25 0.400000 0:25 Constant: 0:25 0.750000 0:25 Constant: @@ -206,15 +206,15 @@ using depth_any 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 -0:? 0.300000 +0:27 Constant: +0:27 0.100000 +0:27 0.200000 +0:27 0.300000 0:27 Constant: 0:27 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:27 Constant: +0:27 0 (const int) +0:27 0 (const int) 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) @@ -222,15 +222,15 @@ using depth_any 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.400000 -0:? 0.500000 +0:28 Constant: +0:28 0.300000 +0:28 0.400000 +0:28 0.500000 0:28 Constant: 0:28 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 0 (const int) +0:28 Constant: +0:28 0 (const int) +0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) @@ -238,15 +238,15 @@ using depth_any 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.600000 -0:? 0.700000 +0:29 Constant: +0:29 0.500000 +0:29 0.600000 +0:29 0.700000 0:29 Constant: 0:29 0.750000 -0:? Constant: -0:? 0 (const int) -0:? 1 (const int) +0:29 Constant: +0:29 0 (const int) +0:29 1 (const int) 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) diff --git a/Test/baseResults/hlsl.scalar2matrix.frag.out b/Test/baseResults/hlsl.scalar2matrix.frag.out index 8a1413fa..62980dd6 100644 --- a/Test/baseResults/hlsl.scalar2matrix.frag.out +++ b/Test/baseResults/hlsl.scalar2matrix.frag.out @@ -89,23 +89,23 @@ gl_FragCoord origin is upper left 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 +0:17 Constant: +0:17 4.000000 +0:17 4.100000 +0:17 4.200000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 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: @@ -278,23 +278,23 @@ gl_FragCoord origin is upper left 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 +0:17 Constant: +0:17 4.000000 +0:17 4.100000 +0:17 4.200000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 0.000000 +0:17 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: diff --git a/Test/baseResults/hlsl.semantic-1.vert.out b/Test/baseResults/hlsl.semantic-1.vert.out index e0786f03..25fb5822 100644 --- a/Test/baseResults/hlsl.semantic-1.vert.out +++ b/Test/baseResults/hlsl.semantic-1.vert.out @@ -16,7 +16,7 @@ Shader version: 500 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 Constant: 0:19 1 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:19 Construct vec2 ( temp 2-component vector of float) 0:19 direct index ( temp float) 0:19 'v' ( in 4-component vector of float) 0:19 Constant: @@ -30,7 +30,7 @@ Shader version: 500 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 Constant: 0:20 2 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:20 Construct vec2 ( temp 2-component vector of float) 0:20 direct index ( temp float) 0:20 'v' ( in 4-component vector of float) 0:20 Constant: @@ -44,7 +44,7 @@ Shader version: 500 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 Constant: 0:21 3 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:21 Construct vec2 ( temp 2-component vector of float) 0:21 direct index ( temp float) 0:21 'v' ( in 4-component vector of float) 0:21 Constant: @@ -58,7 +58,7 @@ Shader version: 500 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 Constant: 0:22 4 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:22 Construct vec2 ( temp 2-component vector of float) 0:22 direct index ( temp float) 0:22 'v' ( in 4-component vector of float) 0:22 Constant: @@ -139,7 +139,7 @@ Shader version: 500 0:19 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:19 Constant: 0:19 1 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:19 Construct vec2 ( temp 2-component vector of float) 0:19 direct index ( temp float) 0:19 'v' ( in 4-component vector of float) 0:19 Constant: @@ -153,7 +153,7 @@ Shader version: 500 0:20 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:20 Constant: 0:20 2 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:20 Construct vec2 ( temp 2-component vector of float) 0:20 direct index ( temp float) 0:20 'v' ( in 4-component vector of float) 0:20 Constant: @@ -167,7 +167,7 @@ Shader version: 500 0:21 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:21 Constant: 0:21 3 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:21 Construct vec2 ( temp 2-component vector of float) 0:21 direct index ( temp float) 0:21 'v' ( in 4-component vector of float) 0:21 Constant: @@ -181,7 +181,7 @@ Shader version: 500 0:22 's' ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float UV0, temp 2-component vector of float UV1, temp 2-component vector of float UV2, temp 2-component vector of float UV3}) 0:22 Constant: 0:22 4 (const int) -0:? Construct vec2 ( temp 2-component vector of float) +0:22 Construct vec2 ( temp 2-component vector of float) 0:22 direct index ( temp float) 0:22 'v' ( in 4-component vector of float) 0:22 Constant: diff --git a/Test/baseResults/hlsl.singleArgIntPromo.vert.out b/Test/baseResults/hlsl.singleArgIntPromo.vert.out index 1da9d5b8..a6105944 100644 --- a/Test/baseResults/hlsl.singleArgIntPromo.vert.out +++ b/Test/baseResults/hlsl.singleArgIntPromo.vert.out @@ -12,7 +12,7 @@ Shader version: 500 0:4 Sequence 0:4 move second child to first child ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int) -0:? Construct ivec2 ( temp 2-component vector of int) +0:4 Construct ivec2 ( temp 2-component vector of int) 0:4 Constant: 0:4 5 (const int) 0:4 'd' ( temp int) @@ -30,10 +30,10 @@ Shader version: 500 0:7 Sequence 0:7 move second child to first child ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float) -0:? Constant: -0:? 1.945910 -0:? 0.693147 -0:? 1.098612 +0:7 Constant: +0:7 1.945910 +0:7 0.693147 +0:7 1.098612 0:8 Sequence 0:8 move second child to first child ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float) @@ -111,7 +111,7 @@ Shader version: 500 0:4 Sequence 0:4 move second child to first child ( temp 2-component vector of int) 0:4 'd2' ( temp 2-component vector of int) -0:? Construct ivec2 ( temp 2-component vector of int) +0:4 Construct ivec2 ( temp 2-component vector of int) 0:4 Constant: 0:4 5 (const int) 0:4 'd' ( temp int) @@ -129,10 +129,10 @@ Shader version: 500 0:7 Sequence 0:7 move second child to first child ( temp 3-component vector of float) 0:7 'f3' ( temp 3-component vector of float) -0:? Constant: -0:? 1.945910 -0:? 0.693147 -0:? 1.098612 +0:7 Constant: +0:7 1.945910 +0:7 0.693147 +0:7 1.098612 0:8 Sequence 0:8 move second child to first child ( temp 2-component vector of float) 0:8 'f22' ( temp 2-component vector of float) diff --git a/Test/baseResults/hlsl.staticMemberFunction.frag.out b/Test/baseResults/hlsl.staticMemberFunction.frag.out index 0d27dba5..f0e5f9f0 100644 --- a/Test/baseResults/hlsl.staticMemberFunction.frag.out +++ b/Test/baseResults/hlsl.staticMemberFunction.frag.out @@ -26,19 +26,19 @@ gl_FragCoord origin is upper left 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:18 Constant: +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 0:19 add second child into first child ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:19 Constant: +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) @@ -87,19 +87,19 @@ gl_FragCoord origin is upper left 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'f4' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 -0:? 1.000000 +0:18 Constant: +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 +0:18 1.000000 0:19 add second child into first child ( temp 4-component vector of float) 0:19 'f4' ( temp 4-component vector of float) 0:19 Function Call: Test::staticMemFun(vf4; ( global 4-component vector of float) -0:? Constant: -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 -0:? 5.000000 +0:19 Constant: +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 +0:19 5.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'f4' ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index 18d32e0d..f2ca742c 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -10,11 +10,11 @@ gl_FragCoord origin is upper left 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 1.000000 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Function Definition: main( ( temp void) @@ -47,11 +47,11 @@ gl_FragCoord origin is upper left 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 1.000000 +0:18 Constant: +0:18 0.000000 +0:18 0.000000 +0:18 0.000000 +0:18 1.000000 0:19 Branch: Return with expression 0:19 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:16 Function Definition: main( ( temp void) diff --git a/Test/baseResults/hlsl.struct.split.nested.geom.out b/Test/baseResults/hlsl.struct.split.nested.geom.out index 642152ba..1abe4c38 100644 --- a/Test/baseResults/hlsl.struct.split.nested.geom.out +++ b/Test/baseResults/hlsl.struct.split.nested.geom.out @@ -18,11 +18,11 @@ output primitive = triangle_strip 0:27 0 (const int) 0:27 Constant: 0:27 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 move second child to first child ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) @@ -31,9 +31,9 @@ output primitive = triangle_strip 0:28 0 (const int) 0:28 Constant: 0:28 1 (const int) -0:? Constant: -0:? 5.000000 -0:? 6.000000 +0:28 Constant: +0:28 5.000000 +0:28 6.000000 0:29 move second child to first child ( temp float) 0:29 direct index ( temp float) 0:29 m0_array: direct index for structure ( temp 2-element array of float) @@ -235,11 +235,11 @@ output primitive = triangle_strip 0:27 0 (const int) 0:27 Constant: 0:27 0 (const int) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 move second child to first child ( temp 2-component vector of float) 0:28 tc: direct index for structure ( temp 2-component vector of float) 0:28 psIn: direct index for structure ( temp structure{ temp 4-component vector of float pos, temp 2-component vector of float tc}) @@ -248,9 +248,9 @@ output primitive = triangle_strip 0:28 0 (const int) 0:28 Constant: 0:28 1 (const int) -0:? Constant: -0:? 5.000000 -0:? 6.000000 +0:28 Constant: +0:28 5.000000 +0:28 6.000000 0:29 move second child to first child ( temp float) 0:29 direct index ( temp float) 0:29 m0_array: direct index for structure ( temp 2-element array of float) diff --git a/Test/baseResults/hlsl.structbuffer.append.fn.frag.out b/Test/baseResults/hlsl.structbuffer.append.fn.frag.out index 2ac904eb..a4e540f0 100644 --- a/Test/baseResults/hlsl.structbuffer.append.fn.frag.out +++ b/Test/baseResults/hlsl.structbuffer.append.fn.frag.out @@ -22,11 +22,11 @@ gl_FragCoord origin is upper left 0:9 0 (const int) 0:9 Constant: 0:9 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:9 Constant: +0:9 1.000000 +0:9 2.000000 +0:9 3.000000 +0:9 4.000000 0:10 Branch: Return with expression 0:10 indirect index ( buffer 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) @@ -99,11 +99,11 @@ gl_FragCoord origin is upper left 0:9 0 (const int) 0:9 Constant: 0:9 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:9 Constant: +0:9 1.000000 +0:9 2.000000 +0:9 3.000000 +0:9 4.000000 0:10 Branch: Return with expression 0:10 indirect index ( buffer 4-component vector of float) 0:10 @data: direct index for structure ( buffer unsized 1-element array of 4-component vector of float) diff --git a/Test/baseResults/hlsl.structbuffer.append.frag.out b/Test/baseResults/hlsl.structbuffer.append.frag.out index 5631624b..518b67f0 100644 --- a/Test/baseResults/hlsl.structbuffer.append.frag.out +++ b/Test/baseResults/hlsl.structbuffer.append.frag.out @@ -19,11 +19,11 @@ gl_FragCoord origin is upper left 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:8 Constant: +0:8 1.000000 +0:8 2.000000 +0:8 3.000000 +0:8 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) @@ -83,11 +83,11 @@ gl_FragCoord origin is upper left 0:8 0 (const int) 0:8 Constant: 0:8 1 (const uint) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:8 Constant: +0:8 1.000000 +0:8 2.000000 +0:8 3.000000 +0:8 4.000000 0:10 Branch: Return with expression 0:10 indirect index (layout( row_major std430) buffer 4-component vector of float) 0:10 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) diff --git a/Test/baseResults/hlsl.structbuffer.byte.frag.out b/Test/baseResults/hlsl.structbuffer.byte.frag.out index 40e8d9e9..b5252bce 100644 --- a/Test/baseResults/hlsl.structbuffer.byte.frag.out +++ b/Test/baseResults/hlsl.structbuffer.byte.frag.out @@ -28,7 +28,7 @@ gl_FragCoord origin is upper left 0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:10 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence 0:10 move second child to first child ( temp int) @@ -60,7 +60,7 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 ( temp 4-component vector of float) +0:11 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence 0:11 move second child to first child ( temp int) @@ -192,7 +192,7 @@ gl_FragCoord origin is upper left 0:9 'pos' ( in uint) 0:9 Constant: 0:9 2 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:10 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 2-component vector of float) 0:? Sequence 0:10 move second child to first child ( temp int) @@ -224,7 +224,7 @@ gl_FragCoord origin is upper left 0:10 0.000000 0:10 Constant: 0:10 0.000000 -0:? Construct vec4 ( temp 4-component vector of float) +0:11 Construct vec4 ( temp 4-component vector of float) 0:? Convert uint to float ( temp 3-component vector of float) 0:? Sequence 0:11 move second child to first child ( temp int) diff --git a/Test/baseResults/hlsl.structbuffer.coherent.frag.out b/Test/baseResults/hlsl.structbuffer.coherent.frag.out index 95a9e67a..3d97ee55 100644 --- a/Test/baseResults/hlsl.structbuffer.coherent.frag.out +++ b/Test/baseResults/hlsl.structbuffer.coherent.frag.out @@ -43,7 +43,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) diff --git a/Test/baseResults/hlsl.structbuffer.frag.out b/Test/baseResults/hlsl.structbuffer.frag.out index 5979ff2d..294a1c6c 100644 --- a/Test/baseResults/hlsl.structbuffer.frag.out +++ b/Test/baseResults/hlsl.structbuffer.frag.out @@ -40,7 +40,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) @@ -136,7 +136,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test, temp bool test2}) diff --git a/Test/baseResults/hlsl.structbuffer.incdec.frag.out b/Test/baseResults/hlsl.structbuffer.incdec.frag.out index 8ae97675..26057779 100644 --- a/Test/baseResults/hlsl.structbuffer.incdec.frag.out +++ b/Test/baseResults/hlsl.structbuffer.incdec.frag.out @@ -65,7 +65,7 @@ gl_FragCoord origin is upper left 0:16 Constant: 0:16 -1 (const int) 0:18 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:18 Construct vec4 ( temp 4-component vector of float) 0:18 Convert uint to float ( temp float) 0:18 direct index ( temp uint) 0:18 'result' ( temp 4-component vector of uint) @@ -169,7 +169,7 @@ gl_FragCoord origin is upper left 0:16 Constant: 0:16 -1 (const int) 0:18 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:18 Construct vec4 ( temp 4-component vector of float) 0:18 Convert uint to float ( temp float) 0:18 direct index ( temp uint) 0:18 'result' ( temp 4-component vector of uint) diff --git a/Test/baseResults/hlsl.structbuffer.rw.frag.out b/Test/baseResults/hlsl.structbuffer.rw.frag.out index d6eb8f3b..1eb98aa1 100644 --- a/Test/baseResults/hlsl.structbuffer.rw.frag.out +++ b/Test/baseResults/hlsl.structbuffer.rw.frag.out @@ -43,7 +43,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) @@ -133,7 +133,7 @@ gl_FragCoord origin is upper left 0:19 1 (const int) 0:19 true case 0:20 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:20 Construct vec4 ( temp 4-component vector of float) 0:20 add ( temp 3-component vector of float) 0:20 color: direct index for structure ( temp 3-component vector of float) 0:20 indirect index (layout( row_major std430) buffer structure{ temp 3-component vector of float color, temp bool test}) diff --git a/Test/baseResults/hlsl.swizzle.frag.out b/Test/baseResults/hlsl.swizzle.frag.out index 28f295df..88ea3cc9 100644 --- a/Test/baseResults/hlsl.swizzle.frag.out +++ b/Test/baseResults/hlsl.swizzle.frag.out @@ -5,11 +5,11 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'AmbientColor' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) @@ -46,11 +46,11 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'AmbientColor' ( global 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 0.500000 -0:? 0.000000 -0:? 1.000000 +0:1 Constant: +0:1 1.000000 +0:1 0.500000 +0:1 0.000000 +0:1 1.000000 0:4 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) diff --git a/Test/baseResults/hlsl.synthesizeInput.frag.out b/Test/baseResults/hlsl.synthesizeInput.frag.out index 2c1ef1d6..316a3529 100644 --- a/Test/baseResults/hlsl.synthesizeInput.frag.out +++ b/Test/baseResults/hlsl.synthesizeInput.frag.out @@ -7,7 +7,7 @@ gl_FragCoord origin is upper left 0:7 'input' ( in structure{ temp float interp, temp uint no_interp}) 0:? Sequence 0:8 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 Convert uint to float ( temp float) 0:8 no_interp: direct index for structure ( temp uint) 0:8 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -58,7 +58,7 @@ gl_FragCoord origin is upper left 0:7 'input' ( in structure{ temp float interp, temp uint no_interp}) 0:? Sequence 0:8 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:8 Construct vec4 ( temp 4-component vector of float) 0:8 Convert uint to float ( temp float) 0:8 no_interp: direct index for structure ( temp uint) 0:8 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.targetStruct1.frag.out b/Test/baseResults/hlsl.targetStruct1.frag.out index 6db5eb4e..095d15d0 100644 --- a/Test/baseResults/hlsl.targetStruct1.frag.out +++ b/Test/baseResults/hlsl.targetStruct1.frag.out @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.targetStruct2.frag.out b/Test/baseResults/hlsl.targetStruct2.frag.out index 051d2678..c57ae008 100644 --- a/Test/baseResults/hlsl.targetStruct2.frag.out +++ b/Test/baseResults/hlsl.targetStruct2.frag.out @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left 0:14 'pso' ( temp structure{ temp 4-component vector of float o1, temp 4-component vector of float o2}) 0:14 Constant: 0:14 0 (const int) -0:? Construct vec4 ( temp 4-component vector of float) +0:14 Construct vec4 ( temp 4-component vector of float) 0:14 Convert uint to float ( temp float) 0:14 no_interp: direct index for structure ( temp uint) 0:14 'input' ( in structure{ temp float interp, temp uint no_interp}) diff --git a/Test/baseResults/hlsl.templatetypes.frag.out b/Test/baseResults/hlsl.templatetypes.frag.out index 1ffb263b..842ed0d6 100644 --- a/Test/baseResults/hlsl.templatetypes.frag.out +++ b/Test/baseResults/hlsl.templatetypes.frag.out @@ -8,19 +8,19 @@ gl_FragCoord origin is upper left 0:4 Sequence 0:4 move second child to first child ( temp 4-component vector of float) 0:4 'r00' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 +0:4 4.000000 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'r01' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 +0:5 Constant: +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 +0:5 5.000000 0:7 Sequence 0:7 move second child to first child ( temp 1-component vector of bool) 0:7 'r12' ( temp 1-component vector of bool) @@ -49,196 +49,196 @@ gl_FragCoord origin is upper left 0:13 Sequence 0:13 move second child to first child ( temp 2-component vector of bool) 0:13 'r20' ( temp 2-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) +0:13 Constant: +0:13 false (const bool) +0:13 true (const bool) 0:14 Sequence 0:14 move second child to first child ( temp 2-component vector of int) 0:14 'r21' ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:14 Constant: +0:14 1 (const int) +0:14 2 (const int) 0:15 Sequence 0:15 move second child to first child ( temp 2-component vector of float) 0:15 'r22' ( temp 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 0:16 Sequence 0:16 move second child to first child ( temp 2-component vector of double) 0:16 'r23' ( temp 2-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r24' ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:17 Constant: +0:17 1 (const uint) +0:17 2 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 3-component vector of bool) 0:19 'r30' ( temp 3-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) +0:19 Constant: +0:19 false (const bool) +0:19 true (const bool) +0:19 true (const bool) 0:20 Sequence 0:20 move second child to first child ( temp 3-component vector of int) 0:20 'r31' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:20 Constant: +0:20 1 (const int) +0:20 2 (const int) +0:20 3 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 3-component vector of float) 0:21 'r32' ( temp 3-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:21 Constant: +0:21 1.000000 +0:21 2.000000 +0:21 3.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of double) 0:22 'r33' ( temp 3-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of uint) 0:23 'r34' ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:23 Constant: +0:23 1 (const uint) +0:23 2 (const uint) +0:23 3 (const uint) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of bool) 0:25 'r40' ( temp 4-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:25 Constant: +0:25 false (const bool) +0:25 true (const bool) +0:25 true (const bool) +0:25 false (const bool) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'r41' ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:26 Constant: +0:26 1 (const int) +0:26 2 (const int) +0:26 3 (const int) +0:26 4 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'r42' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of double) 0:28 'r43' ( temp 4-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:28 Constant: +0:28 1.000000 +0:28 2.000000 +0:28 3.000000 +0:28 4.000000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'r44' ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:29 Constant: +0:29 1 (const uint) +0:29 2 (const uint) +0:29 3 (const uint) +0:29 4 (const uint) 0:31 Sequence 0:31 move second child to first child ( temp 4X4 matrix of float) 0:31 'r50' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:31 Constant: +0:31 0.000000 +0:31 1.000000 +0:31 2.000000 +0:31 3.000000 +0:31 4.000000 +0:31 5.000000 +0:31 6.000000 +0:31 7.000000 +0:31 8.000000 +0:31 9.000000 +0:31 10.000000 +0:31 11.000000 +0:31 12.000000 +0:31 13.000000 +0:31 14.000000 +0:31 15.000000 0:32 Sequence 0:32 move second child to first child ( temp 4X4 matrix of float) 0:32 'r51' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:32 Constant: +0:32 0.000000 +0:32 1.000000 +0:32 2.000000 +0:32 3.000000 +0:32 4.000000 +0:32 5.000000 +0:32 6.000000 +0:32 7.000000 +0:32 8.000000 +0:32 9.000000 +0:32 10.000000 +0:32 11.000000 +0:32 12.000000 +0:32 13.000000 +0:32 14.000000 +0:32 15.000000 0:35 Sequence 0:35 move second child to first child ( temp 2X3 matrix of float) 0:35 'r61' ( temp 2X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:35 Constant: +0:35 1.000000 +0:35 2.000000 +0:35 3.000000 +0:35 4.000000 +0:35 5.000000 +0:35 6.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of float) 0:36 'r62' ( temp 3X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:36 Constant: +0:36 1.000000 +0:36 2.000000 +0:36 3.000000 +0:36 4.000000 +0:36 5.000000 +0:36 6.000000 0:39 Sequence 0:39 move second child to first child ( temp 4X2 matrix of float) 0:39 'r65' ( temp 4X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 +0:39 Constant: +0:39 1.000000 +0:39 2.000000 +0:39 3.000000 +0:39 4.000000 +0:39 5.000000 +0:39 6.000000 +0:39 7.000000 +0:39 8.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X3 matrix of float) 0:40 'r66' ( temp 4X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 +0:40 Constant: +0:40 1.000000 +0:40 2.000000 +0:40 3.000000 +0:40 4.000000 +0:40 5.000000 +0:40 6.000000 +0:40 7.000000 +0:40 8.000000 +0:40 9.000000 +0:40 10.000000 +0:40 11.000000 +0:40 12.000000 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 @@ -264,19 +264,19 @@ gl_FragCoord origin is upper left 0:4 Sequence 0:4 move second child to first child ( temp 4-component vector of float) 0:4 'r00' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:4 Constant: +0:4 1.000000 +0:4 2.000000 +0:4 3.000000 +0:4 4.000000 0:5 Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:5 'r01' ( temp 4-component vector of float) -0:? Constant: -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 +0:5 Constant: +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 +0:5 5.000000 0:7 Sequence 0:7 move second child to first child ( temp 1-component vector of bool) 0:7 'r12' ( temp 1-component vector of bool) @@ -305,196 +305,196 @@ gl_FragCoord origin is upper left 0:13 Sequence 0:13 move second child to first child ( temp 2-component vector of bool) 0:13 'r20' ( temp 2-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) +0:13 Constant: +0:13 false (const bool) +0:13 true (const bool) 0:14 Sequence 0:14 move second child to first child ( temp 2-component vector of int) 0:14 'r21' ( temp 2-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:14 Constant: +0:14 1 (const int) +0:14 2 (const int) 0:15 Sequence 0:15 move second child to first child ( temp 2-component vector of float) 0:15 'r22' ( temp 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 0:16 Sequence 0:16 move second child to first child ( temp 2-component vector of double) 0:16 'r23' ( temp 2-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:16 Constant: +0:16 1.000000 +0:16 2.000000 0:17 Sequence 0:17 move second child to first child ( temp 2-component vector of uint) 0:17 'r24' ( temp 2-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) +0:17 Constant: +0:17 1 (const uint) +0:17 2 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 3-component vector of bool) 0:19 'r30' ( temp 3-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) +0:19 Constant: +0:19 false (const bool) +0:19 true (const bool) +0:19 true (const bool) 0:20 Sequence 0:20 move second child to first child ( temp 3-component vector of int) 0:20 'r31' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:20 Constant: +0:20 1 (const int) +0:20 2 (const int) +0:20 3 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 3-component vector of float) 0:21 'r32' ( temp 3-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:21 Constant: +0:21 1.000000 +0:21 2.000000 +0:21 3.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of double) 0:22 'r33' ( temp 3-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 +0:22 Constant: +0:22 1.000000 +0:22 2.000000 +0:22 3.000000 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of uint) 0:23 'r34' ( temp 3-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) +0:23 Constant: +0:23 1 (const uint) +0:23 2 (const uint) +0:23 3 (const uint) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of bool) 0:25 'r40' ( temp 4-component vector of bool) -0:? Constant: -0:? false (const bool) -0:? true (const bool) -0:? true (const bool) -0:? false (const bool) +0:25 Constant: +0:25 false (const bool) +0:25 true (const bool) +0:25 true (const bool) +0:25 false (const bool) 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of int) 0:26 'r41' ( temp 4-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) -0:? 4 (const int) +0:26 Constant: +0:26 1 (const int) +0:26 2 (const int) +0:26 3 (const int) +0:26 4 (const int) 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'r42' ( temp 4-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:27 Constant: +0:27 1.000000 +0:27 2.000000 +0:27 3.000000 +0:27 4.000000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of double) 0:28 'r43' ( temp 4-component vector of double) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:28 Constant: +0:28 1.000000 +0:28 2.000000 +0:28 3.000000 +0:28 4.000000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'r44' ( temp 4-component vector of uint) -0:? Constant: -0:? 1 (const uint) -0:? 2 (const uint) -0:? 3 (const uint) -0:? 4 (const uint) +0:29 Constant: +0:29 1 (const uint) +0:29 2 (const uint) +0:29 3 (const uint) +0:29 4 (const uint) 0:31 Sequence 0:31 move second child to first child ( temp 4X4 matrix of float) 0:31 'r50' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:31 Constant: +0:31 0.000000 +0:31 1.000000 +0:31 2.000000 +0:31 3.000000 +0:31 4.000000 +0:31 5.000000 +0:31 6.000000 +0:31 7.000000 +0:31 8.000000 +0:31 9.000000 +0:31 10.000000 +0:31 11.000000 +0:31 12.000000 +0:31 13.000000 +0:31 14.000000 +0:31 15.000000 0:32 Sequence 0:32 move second child to first child ( temp 4X4 matrix of float) 0:32 'r51' ( temp 4X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 -0:? 13.000000 -0:? 14.000000 -0:? 15.000000 +0:32 Constant: +0:32 0.000000 +0:32 1.000000 +0:32 2.000000 +0:32 3.000000 +0:32 4.000000 +0:32 5.000000 +0:32 6.000000 +0:32 7.000000 +0:32 8.000000 +0:32 9.000000 +0:32 10.000000 +0:32 11.000000 +0:32 12.000000 +0:32 13.000000 +0:32 14.000000 +0:32 15.000000 0:35 Sequence 0:35 move second child to first child ( temp 2X3 matrix of float) 0:35 'r61' ( temp 2X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:35 Constant: +0:35 1.000000 +0:35 2.000000 +0:35 3.000000 +0:35 4.000000 +0:35 5.000000 +0:35 6.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X2 matrix of float) 0:36 'r62' ( temp 3X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 +0:36 Constant: +0:36 1.000000 +0:36 2.000000 +0:36 3.000000 +0:36 4.000000 +0:36 5.000000 +0:36 6.000000 0:39 Sequence 0:39 move second child to first child ( temp 4X2 matrix of float) 0:39 'r65' ( temp 4X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 +0:39 Constant: +0:39 1.000000 +0:39 2.000000 +0:39 3.000000 +0:39 4.000000 +0:39 5.000000 +0:39 6.000000 +0:39 7.000000 +0:39 8.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X3 matrix of float) 0:40 'r66' ( temp 4X3 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 -0:? 5.000000 -0:? 6.000000 -0:? 7.000000 -0:? 8.000000 -0:? 9.000000 -0:? 10.000000 -0:? 11.000000 -0:? 12.000000 +0:40 Constant: +0:40 1.000000 +0:40 2.000000 +0:40 3.000000 +0:40 4.000000 +0:40 5.000000 +0:40 6.000000 +0:40 7.000000 +0:40 8.000000 +0:40 9.000000 +0:40 10.000000 +0:40 11.000000 +0:40 12.000000 0:45 Branch: Return with expression 0:45 Constant: 0:45 0.000000 diff --git a/Test/baseResults/hlsl.texture.struct.frag.out b/Test/baseResults/hlsl.texture.struct.frag.out index 3d718de1..bf9ab680 100644 --- a/Test/baseResults/hlsl.texture.struct.frag.out +++ b/Test/baseResults/hlsl.texture.struct.frag.out @@ -14,9 +14,9 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp sampler2D) 0:38 't1' ( in texture2D) 0:38 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:38 Constant: +0:38 0.600000 +0:38 0.610000 0:38 move second child to first child ( temp float) 0:38 c0: direct index for structure ( temp float) 0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -72,9 +72,9 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 't2' ( in texture2D) 0:39 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:39 Constant: +0:39 0.600000 +0:39 0.610000 0:39 move second child to first child ( temp float) 0:39 c0: direct index for structure ( temp float) 0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -134,9 +134,9 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2s1' ( uniform texture2D) 0:43 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.110000 +0:43 Constant: +0:43 0.100000 +0:43 0.110000 0:43 move second child to first child ( temp float) 0:43 c0: direct index for structure ( temp float) 0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -190,9 +190,9 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2D) 0:44 'g_tTex2s2' ( uniform texture2D) 0:44 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.210000 +0:44 Constant: +0:44 0.200000 +0:44 0.210000 0:44 move second child to first child ( temp float) 0:44 c0: direct index for structure ( temp float) 0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -249,9 +249,9 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2D) 0:45 'g_tTex2s3' ( uniform texture2D) 0:45 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.310000 +0:45 Constant: +0:45 0.300000 +0:45 0.310000 0:45 move second child to first child ( temp float) 0:45 direct index ( temp float) 0:45 c0: direct index for structure ( temp 2-component vector of float) @@ -299,9 +299,9 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2D) 0:46 'g_tTex2s4' ( uniform itexture2D) 0:46 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.410000 +0:46 Constant: +0:46 0.400000 +0:46 0.410000 0:46 move second child to first child ( temp int) 0:46 c0: direct index for structure ( temp int) 0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2}) @@ -357,9 +357,9 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2D) 0:47 'g_tTex2s5' ( uniform utexture2D) 0:47 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.510000 +0:47 Constant: +0:47 0.500000 +0:47 0.510000 0:47 move second child to first child ( temp uint) 0:47 c0: direct index for structure ( temp uint) 0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1}) @@ -435,9 +435,9 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp sampler2D) 0:38 't1' ( in texture2D) 0:38 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:38 Constant: +0:38 0.600000 +0:38 0.610000 0:38 move second child to first child ( temp float) 0:38 c0: direct index for structure ( temp float) 0:38 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -493,9 +493,9 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 't2' ( in texture2D) 0:39 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.600000 -0:? 0.610000 +0:39 Constant: +0:39 0.600000 +0:39 0.610000 0:39 move second child to first child ( temp float) 0:39 c0: direct index for structure ( temp float) 0:39 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -555,9 +555,9 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2s1' ( uniform texture2D) 0:43 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.110000 +0:43 Constant: +0:43 0.100000 +0:43 0.110000 0:43 move second child to first child ( temp float) 0:43 c0: direct index for structure ( temp float) 0:43 '@sampleStructTemp' ( temp structure{ temp float c0, temp 2-component vector of float c1, temp float c2}) @@ -611,9 +611,9 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2D) 0:44 'g_tTex2s2' ( uniform texture2D) 0:44 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.200000 -0:? 0.210000 +0:44 Constant: +0:44 0.200000 +0:44 0.210000 0:44 move second child to first child ( temp float) 0:44 c0: direct index for structure ( temp float) 0:44 '@sampleStructTemp' ( temp structure{ temp float c0, temp 3-component vector of float c1}) @@ -670,9 +670,9 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2D) 0:45 'g_tTex2s3' ( uniform texture2D) 0:45 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.300000 -0:? 0.310000 +0:45 Constant: +0:45 0.300000 +0:45 0.310000 0:45 move second child to first child ( temp float) 0:45 direct index ( temp float) 0:45 c0: direct index for structure ( temp 2-component vector of float) @@ -720,9 +720,9 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2D) 0:46 'g_tTex2s4' ( uniform itexture2D) 0:46 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.400000 -0:? 0.410000 +0:46 Constant: +0:46 0.400000 +0:46 0.410000 0:46 move second child to first child ( temp int) 0:46 c0: direct index for structure ( temp int) 0:46 '@sampleStructTemp' ( temp structure{ temp int c0, temp 2-component vector of int c1, temp int c2}) @@ -778,9 +778,9 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2D) 0:47 'g_tTex2s5' ( uniform utexture2D) 0:47 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.500000 -0:? 0.510000 +0:47 Constant: +0:47 0.500000 +0:47 0.510000 0:47 move second child to first child ( temp uint) 0:47 c0: direct index for structure ( temp uint) 0:47 '@sampleStructTemp' ( temp structure{ temp uint c0, temp uint c1}) diff --git a/Test/baseResults/hlsl.texture.subvec4.frag.out b/Test/baseResults/hlsl.texture.subvec4.frag.out index 8ba67cf6..1a7816d8 100644 --- a/Test/baseResults/hlsl.texture.subvec4.frag.out +++ b/Test/baseResults/hlsl.texture.subvec4.frag.out @@ -92,32 +92,32 @@ gl_FragCoord origin is upper left 0:29 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:29 'g_tTex2dmsf1' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:29 Constant: +0:29 1 (const int) +0:29 2 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 Construct vec2 ( temp 2-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:30 'g_tTex2dmsf2' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 2 (const int) 0:30 Constant: 0:30 3 (const int) 0:31 Construct vec3 ( temp 3-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:31 'g_tTex2dmsf3' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:31 Constant: +0:31 1 (const int) +0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:32 Constant: +0:32 1 (const int) +0:32 2 (const int) 0:32 Constant: 0:32 3 (const int) 0:34 Construct float ( temp float) @@ -125,32 +125,32 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df1' ( uniform texture2D) 0:34 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Construct vec2 ( temp 2-component vector of float) 0:? texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df2' ( uniform texture2D) 0:35 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:36 Construct vec3 ( temp 3-component vector of float) 0:? texture ( temp 4-component vector of float) 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df3' ( uniform texture2D) 0:36 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:37 texture ( temp 4-component vector of float) 0:37 Construct combined texture-sampler ( temp sampler2D) 0:37 'g_tTex2df4' ( uniform texture2D) 0:37 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 0:39 Branch: Return with expression 0:39 Constant: 0:39 0.000000 @@ -272,32 +272,32 @@ gl_FragCoord origin is upper left 0:29 Construct float ( temp float) 0:? textureFetch ( temp 4-component vector of float) 0:29 'g_tTex2dmsf1' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:29 Constant: +0:29 1 (const int) +0:29 2 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 Construct vec2 ( temp 2-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:30 'g_tTex2dmsf2' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:30 Constant: +0:30 1 (const int) +0:30 2 (const int) 0:30 Constant: 0:30 3 (const int) 0:31 Construct vec3 ( temp 3-component vector of float) 0:? textureFetch ( temp 4-component vector of float) 0:31 'g_tTex2dmsf3' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:31 Constant: +0:31 1 (const int) +0:31 2 (const int) 0:31 Constant: 0:31 3 (const int) 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) +0:32 Constant: +0:32 1 (const int) +0:32 2 (const int) 0:32 Constant: 0:32 3 (const int) 0:34 Construct float ( temp float) @@ -305,32 +305,32 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp sampler2D) 0:34 'g_tTex2df1' ( uniform texture2D) 0:34 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:34 Constant: +0:34 0.100000 +0:34 0.200000 0:35 Construct vec2 ( temp 2-component vector of float) 0:? texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'g_tTex2df2' ( uniform texture2D) 0:35 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:35 Constant: +0:35 0.100000 +0:35 0.200000 0:36 Construct vec3 ( temp 3-component vector of float) 0:? texture ( temp 4-component vector of float) 0:36 Construct combined texture-sampler ( temp sampler2D) 0:36 'g_tTex2df3' ( uniform texture2D) 0:36 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:36 Constant: +0:36 0.100000 +0:36 0.200000 0:37 texture ( temp 4-component vector of float) 0:37 Construct combined texture-sampler ( temp sampler2D) 0:37 'g_tTex2df4' ( uniform texture2D) 0:37 'g_sSamp' ( uniform sampler) -0:? Constant: -0:? 0.100000 -0:? 0.200000 +0:37 Constant: +0:37 0.100000 +0:37 0.200000 0:39 Branch: Return with expression 0:39 Constant: 0:39 0.000000 diff --git a/Test/baseResults/hlsl.this.frag.out b/Test/baseResults/hlsl.this.frag.out index 47022eca..e6b54cf3 100644 --- a/Test/baseResults/hlsl.this.frag.out +++ b/Test/baseResults/hlsl.this.frag.out @@ -5,9 +5,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'var' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:6 Function Definition: type1::memFun1(vi3; ( temp int) 0:6 Function Parameters: 0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) @@ -36,10 +36,10 @@ gl_FragCoord origin is upper left 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of int) 0:11 'var' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:11 Constant: +0:11 1 (const int) +0:11 2 (const int) +0:11 3 (const int) 0:12 Branch: Return with expression 0:12 add ( temp int) 0:12 add ( temp int) @@ -87,10 +87,10 @@ gl_FragCoord origin is upper left 0:25 'i' ( temp int) 0:25 Function Call: type1::memFun1(vi3; ( temp int) 0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) +0:25 Constant: +0:25 10 (const int) +0:25 11 (const int) +0:25 12 (const int) 0:26 add second child into first child ( temp int) 0:26 'i' ( temp int) 0:26 Function Call: type1::memFun2(i1; ( temp int) @@ -98,7 +98,7 @@ gl_FragCoord origin is upper left 0:26 Constant: 0:26 17 (const int) 0:28 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:28 Construct vec4 ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'i' ( temp int) 0:28 Convert int to float ( temp float) @@ -127,9 +127,9 @@ gl_FragCoord origin is upper left 0:1 Sequence 0:1 move second child to first child ( temp 2-component vector of float) 0:1 'var' ( global 2-component vector of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 +0:1 Constant: +0:1 1.000000 +0:1 2.000000 0:6 Function Definition: type1::memFun1(vi3; ( temp int) 0:6 Function Parameters: 0:6 '@this' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) @@ -158,10 +158,10 @@ gl_FragCoord origin is upper left 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of int) 0:11 'var' ( temp 3-component vector of int) -0:? Constant: -0:? 1 (const int) -0:? 2 (const int) -0:? 3 (const int) +0:11 Constant: +0:11 1 (const int) +0:11 2 (const int) +0:11 3 (const int) 0:12 Branch: Return with expression 0:12 add ( temp int) 0:12 add ( temp int) @@ -209,10 +209,10 @@ gl_FragCoord origin is upper left 0:25 'i' ( temp int) 0:25 Function Call: type1::memFun1(vi3; ( temp int) 0:25 'T' ( temp structure{ temp 2-component vector of float bar, temp int var, temp int var2}) -0:? Constant: -0:? 10 (const int) -0:? 11 (const int) -0:? 12 (const int) +0:25 Constant: +0:25 10 (const int) +0:25 11 (const int) +0:25 12 (const int) 0:26 add second child into first child ( temp int) 0:26 'i' ( temp int) 0:26 Function Call: type1::memFun2(i1; ( temp int) @@ -220,7 +220,7 @@ gl_FragCoord origin is upper left 0:26 Constant: 0:26 17 (const int) 0:28 Branch: Return with expression -0:? Construct vec4 ( temp 4-component vector of float) +0:28 Construct vec4 ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'i' ( temp int) 0:28 Convert int to float ( temp float) diff --git a/Test/baseResults/hlsl.tx.overload.frag.out b/Test/baseResults/hlsl.tx.overload.frag.out index de8b38bf..7fb0640e 100644 --- a/Test/baseResults/hlsl.tx.overload.frag.out +++ b/Test/baseResults/hlsl.tx.overload.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:9 'DummyTex' ( in texture2D) 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 0:11 Function Definition: Func(I211; ( temp float) 0:11 Function Parameters: 0:11 'DummyTex' (layout( r32f) in image2D) @@ -31,11 +31,11 @@ gl_FragCoord origin is upper left 0:12 'DummyTex' (layout( rgba32f) in image2D) 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:12 Constant: +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence @@ -83,11 +83,11 @@ gl_FragCoord origin is upper left 0:9 'DummyTex' ( in texture2D) 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:9 Constant: +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 +0:9 0.000000 0:11 Function Definition: Func(I211; ( temp float) 0:11 Function Parameters: 0:11 'DummyTex' (layout( r32f) in image2D) @@ -100,11 +100,11 @@ gl_FragCoord origin is upper left 0:12 'DummyTex' (layout( rgba32f) in image2D) 0:? Sequence 0:12 Branch: Return with expression -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:12 Constant: +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 +0:12 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence diff --git a/Test/baseResults/hlsl.type.half.frag.out b/Test/baseResults/hlsl.type.half.frag.out index ec7e46dd..68f1b240 100644 --- a/Test/baseResults/hlsl.type.half.frag.out +++ b/Test/baseResults/hlsl.type.half.frag.out @@ -39,11 +39,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 2X2 matrix of float) 0:15 'h22' ( temp 2X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 +0:15 3.000000 +0:15 4.000000 0:16 Sequence 0:16 move second child to first child ( temp 2X3 matrix of float) 0:16 'h23' ( temp 2X3 matrix of float) @@ -123,11 +123,11 @@ gl_FragCoord origin is upper left 0:15 Sequence 0:15 move second child to first child ( temp 2X2 matrix of float) 0:15 'h22' ( temp 2X2 matrix of float) -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:15 Constant: +0:15 1.000000 +0:15 2.000000 +0:15 3.000000 +0:15 4.000000 0:16 Sequence 0:16 move second child to first child ( temp 2X3 matrix of float) 0:16 'h23' ( temp 2X3 matrix of float) diff --git a/Test/baseResults/hlsl.type.type.conversion.all.frag.out b/Test/baseResults/hlsl.type.type.conversion.all.frag.out index 083c9296..ae05dc2a 100644 --- a/Test/baseResults/hlsl.type.type.conversion.all.frag.out +++ b/Test/baseResults/hlsl.type.type.conversion.all.frag.out @@ -122,9 +122,9 @@ ERROR: node is still EOpNull! 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -135,10 +135,10 @@ ERROR: node is still EOpNull! 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -150,19 +150,19 @@ ERROR: node is still EOpNull! 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -174,19 +174,19 @@ ERROR: node is still EOpNull! 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -200,13 +200,13 @@ ERROR: node is still EOpNull! 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -222,15 +222,15 @@ ERROR: node is still EOpNull! 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -244,13 +244,13 @@ ERROR: node is still EOpNull! 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -267,16 +267,16 @@ ERROR: node is still EOpNull! 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -296,19 +296,19 @@ ERROR: node is still EOpNull! 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -324,15 +324,15 @@ ERROR: node is still EOpNull! 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -352,19 +352,19 @@ ERROR: node is still EOpNull! 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -388,385 +388,385 @@ ERROR: node is still EOpNull! 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -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:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:188 Branch: Return with expression 0:188 Constant: 0:188 0.000000 @@ -806,9 +806,9 @@ ERROR: node is still EOpNull! 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -819,10 +819,10 @@ ERROR: node is still EOpNull! 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -834,19 +834,19 @@ ERROR: node is still EOpNull! 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -858,19 +858,19 @@ ERROR: node is still EOpNull! 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -884,13 +884,13 @@ ERROR: node is still EOpNull! 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -906,15 +906,15 @@ ERROR: node is still EOpNull! 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -928,13 +928,13 @@ ERROR: node is still EOpNull! 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -951,16 +951,16 @@ ERROR: node is still EOpNull! 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -980,19 +980,19 @@ ERROR: node is still EOpNull! 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -1008,15 +1008,15 @@ ERROR: node is still EOpNull! 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -1036,19 +1036,19 @@ ERROR: node is still EOpNull! 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -1072,385 +1072,385 @@ ERROR: node is still EOpNull! 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -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:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:188 Branch: Return with expression 0:188 Constant: 0:188 0.000000 diff --git a/Test/baseResults/hlsl.type.type.conversion.valid.frag.out b/Test/baseResults/hlsl.type.type.conversion.valid.frag.out index 407caf34..73200746 100644 --- a/Test/baseResults/hlsl.type.type.conversion.valid.frag.out +++ b/Test/baseResults/hlsl.type.type.conversion.valid.frag.out @@ -19,9 +19,9 @@ gl_FragCoord origin is upper left 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -32,10 +32,10 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -47,19 +47,19 @@ gl_FragCoord origin is upper left 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -71,19 +71,19 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -97,13 +97,13 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -119,15 +119,15 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -141,13 +141,13 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -164,16 +164,16 @@ gl_FragCoord origin is upper left 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -193,19 +193,19 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -221,15 +221,15 @@ gl_FragCoord origin is upper left 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -249,19 +249,19 @@ gl_FragCoord origin is upper left 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -285,385 +285,385 @@ gl_FragCoord origin is upper left 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -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:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:88 Branch: Return with expression 0:88 Constant: 0:88 0.000000 @@ -703,9 +703,9 @@ gl_FragCoord origin is upper left 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'var14' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:21 Constant: +0:21 0.000000 +0:21 0.000000 0:22 Sequence 0:22 move second child to first child ( temp 3-component vector of float) 0:22 'var26' ( temp 3-component vector of float) @@ -716,10 +716,10 @@ gl_FragCoord origin is upper left 0:23 Sequence 0:23 move second child to first child ( temp 3-component vector of float) 0:23 'var28' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:23 Constant: +0:23 0.000000 +0:23 0.000000 +0:23 0.000000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'var39' ( temp 4-component vector of float) @@ -731,19 +731,19 @@ gl_FragCoord origin is upper left 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'var42' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:25 Constant: +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 +0:25 0.000000 0:26 Sequence 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'var43' ( temp 4-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:26 Constant: +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 +0:26 0.000000 0:27 Sequence 0:27 move second child to first child ( temp 2X2 matrix of float) 0:27 'var52' ( temp 2X2 matrix of float) @@ -755,19 +755,19 @@ gl_FragCoord origin is upper left 0:28 Sequence 0:28 move second child to first child ( temp 2X2 matrix of float) 0:28 'var55' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:28 Constant: +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 +0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp 2X2 matrix of float) 0:29 'var56' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:29 Constant: +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 +0:29 0.000000 0:30 Sequence 0:30 move second child to first child ( temp 2X3 matrix of float) 0:30 'var65' ( temp 2X3 matrix of float) @@ -781,13 +781,13 @@ gl_FragCoord origin is upper left 0:31 Sequence 0:31 move second child to first child ( temp 2X3 matrix of float) 0:31 'var70' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:31 Constant: +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 +0:31 0.000000 0:32 Sequence 0:32 move second child to first child ( temp 2X4 matrix of float) 0:32 'var78' ( temp 2X4 matrix of float) @@ -803,15 +803,15 @@ gl_FragCoord origin is upper left 0:33 Sequence 0:33 move second child to first child ( temp 2X4 matrix of float) 0:33 'var84' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:33 Constant: +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 +0:33 0.000000 0:34 Sequence 0:34 move second child to first child ( temp 3X2 matrix of float) 0:34 'var91' ( temp 3X2 matrix of float) @@ -825,13 +825,13 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 3X2 matrix of float) 0:35 'var98' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:35 Constant: +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 +0:35 0.000000 0:36 Sequence 0:36 move second child to first child ( temp 3X3 matrix of float) 0:36 'var104' ( temp 3X3 matrix of float) @@ -848,16 +848,16 @@ gl_FragCoord origin is upper left 0:37 Sequence 0:37 move second child to first child ( temp 3X3 matrix of float) 0:37 'var112' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:37 Constant: +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 +0:37 0.000000 0:38 Sequence 0:38 move second child to first child ( temp 3X4 matrix of float) 0:38 'var117' ( temp 3X4 matrix of float) @@ -877,19 +877,19 @@ gl_FragCoord origin is upper left 0:39 Sequence 0:39 move second child to first child ( temp 3X4 matrix of float) 0:39 'var126' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:39 Constant: +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 +0:39 0.000000 0:40 Sequence 0:40 move second child to first child ( temp 4X2 matrix of float) 0:40 'var130' ( temp 4X2 matrix of float) @@ -905,15 +905,15 @@ gl_FragCoord origin is upper left 0:41 Sequence 0:41 move second child to first child ( temp 4X2 matrix of float) 0:41 'var140' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:41 Constant: +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 +0:41 0.000000 0:42 Sequence 0:42 move second child to first child ( temp 4X3 matrix of float) 0:42 'var143' ( temp 4X3 matrix of float) @@ -933,19 +933,19 @@ gl_FragCoord origin is upper left 0:43 Sequence 0:43 move second child to first child ( temp 4X3 matrix of float) 0:43 'var154' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:43 Constant: +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 +0:43 0.000000 0:44 Sequence 0:44 move second child to first child ( temp 4X4 matrix of float) 0:44 'var156' ( temp 4X4 matrix of float) @@ -969,385 +969,385 @@ gl_FragCoord origin is upper left 0:45 Sequence 0:45 move second child to first child ( temp 4X4 matrix of float) 0:45 'var168' ( temp 4X4 matrix of float) -0:? Constant: -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:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:45 Constant: +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 +0:45 0.000000 0:46 Sequence 0:46 move second child to first child ( temp float) 0:46 'var1' ( temp float) -0:? Constant: -0:? 0.000000 +0:46 Constant: +0:46 0.000000 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'var2' ( temp float) -0:? Constant: -0:? 0.000000 +0:47 Constant: +0:47 0.000000 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'var3' ( temp float) -0:? Constant: -0:? 0.000000 +0:48 Constant: +0:48 0.000000 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'var4' ( temp float) -0:? Constant: -0:? 0.000000 +0:49 Constant: +0:49 0.000000 0:50 Sequence 0:50 move second child to first child ( temp float) 0:50 'var5' ( temp float) -0:? Constant: -0:? 0.000000 +0:50 Constant: +0:50 0.000000 0:51 Sequence 0:51 move second child to first child ( temp float) 0:51 'var6' ( temp float) -0:? Constant: -0:? 0.000000 +0:51 Constant: +0:51 0.000000 0:52 Sequence 0:52 move second child to first child ( temp float) 0:52 'var7' ( temp float) -0:? Constant: -0:? 0.000000 +0:52 Constant: +0:52 0.000000 0:53 Sequence 0:53 move second child to first child ( temp float) 0:53 'var8' ( temp float) -0:? Constant: -0:? 0.000000 +0:53 Constant: +0:53 0.000000 0:54 Sequence 0:54 move second child to first child ( temp float) 0:54 'var9' ( temp float) -0:? Constant: -0:? 0.000000 +0:54 Constant: +0:54 0.000000 0:55 Sequence 0:55 move second child to first child ( temp float) 0:55 'var10' ( temp float) -0:? Constant: -0:? 0.000000 +0:55 Constant: +0:55 0.000000 0:56 Sequence 0:56 move second child to first child ( temp float) 0:56 'var11' ( temp float) -0:? Constant: -0:? 0.000000 +0:56 Constant: +0:56 0.000000 0:57 Sequence 0:57 move second child to first child ( temp float) 0:57 'var12' ( temp float) -0:? Constant: -0:? 0.000000 +0:57 Constant: +0:57 0.000000 0:58 Sequence 0:58 move second child to first child ( temp 2-component vector of float) 0:58 'var15' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:58 Constant: +0:58 0.000000 +0:58 0.000000 0:59 Sequence 0:59 move second child to first child ( temp 2-component vector of float) 0:59 'var16' ( temp 2-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 +0:59 Constant: +0:59 0.000000 +0:59 0.000000 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of float) 0:60 'var29' ( temp 3-component vector of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:60 Constant: +0:60 0.000000 +0:60 0.000000 +0:60 0.000000 0:61 Sequence 0:61 move second child to first child ( temp 2X2 matrix of float) 0:61 'var57' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:61 Constant: +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 +0:61 0.000000 0:62 Sequence 0:62 move second child to first child ( temp 2X2 matrix of float) 0:62 'var58' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:62 Constant: +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 +0:62 0.000000 0:63 Sequence 0:63 move second child to first child ( temp 2X2 matrix of float) 0:63 'var59' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:63 Constant: +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 +0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 2X2 matrix of float) 0:64 'var60' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:64 Constant: +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 +0:64 0.000000 0:65 Sequence 0:65 move second child to first child ( temp 2X2 matrix of float) 0:65 'var61' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:65 Constant: +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 +0:65 0.000000 0:66 Sequence 0:66 move second child to first child ( temp 2X2 matrix of float) 0:66 'var62' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:66 Constant: +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 +0:66 0.000000 0:67 Sequence 0:67 move second child to first child ( temp 2X2 matrix of float) 0:67 'var63' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:67 Constant: +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 +0:67 0.000000 0:68 Sequence 0:68 move second child to first child ( temp 2X2 matrix of float) 0:68 'var64' ( temp 2X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:68 Constant: +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 +0:68 0.000000 0:69 Sequence 0:69 move second child to first child ( temp 2X3 matrix of float) 0:69 'var71' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:69 Constant: +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 +0:69 0.000000 0:70 Sequence 0:70 move second child to first child ( temp 2X3 matrix of float) 0:70 'var73' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:70 Constant: +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 +0:70 0.000000 0:71 Sequence 0:71 move second child to first child ( temp 2X3 matrix of float) 0:71 'var74' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:71 Constant: +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 +0:71 0.000000 0:72 Sequence 0:72 move second child to first child ( temp 2X3 matrix of float) 0:72 'var76' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:72 Constant: +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 +0:72 0.000000 0:73 Sequence 0:73 move second child to first child ( temp 2X3 matrix of float) 0:73 'var77' ( temp 2X3 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:73 Constant: +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 +0:73 0.000000 0:74 Sequence 0:74 move second child to first child ( temp 2X4 matrix of float) 0:74 'var87' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:74 Constant: +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 +0:74 0.000000 0:75 Sequence 0:75 move second child to first child ( temp 2X4 matrix of float) 0:75 'var90' ( temp 2X4 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:75 Constant: +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 +0:75 0.000000 0:76 Sequence 0:76 move second child to first child ( temp 3X2 matrix of float) 0:76 'var99' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:76 Constant: +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 +0:76 0.000000 0:77 Sequence 0:77 move second child to first child ( temp 3X2 matrix of float) 0:77 'var100' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:77 Constant: +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 +0:77 0.000000 0:78 Sequence 0:78 move second child to first child ( temp 3X2 matrix of float) 0:78 'var101' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:78 Constant: +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 +0:78 0.000000 0:79 Sequence 0:79 move second child to first child ( temp 3X2 matrix of float) 0:79 'var102' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:79 Constant: +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 +0:79 0.000000 0:80 Sequence 0:80 move second child to first child ( temp 3X2 matrix of float) 0:80 'var103' ( temp 3X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:80 Constant: +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 +0:80 0.000000 0:81 Sequence 0:81 move second child to first child ( temp 3X3 matrix of float) 0:81 'var113' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:81 Constant: +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 +0:81 0.000000 0:82 Sequence 0:82 move second child to first child ( temp 3X3 matrix of float) 0:82 'var115' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:82 Constant: +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 +0:82 0.000000 0:83 Sequence 0:83 move second child to first child ( temp 3X3 matrix of float) 0:83 'var116' ( temp 3X3 matrix of float) -0:? Constant: -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 +0:83 Constant: +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 +0:83 0.000000 0:84 Sequence 0:84 move second child to first child ( temp 3X4 matrix of float) 0:84 'var129' ( temp 3X4 matrix of float) -0:? Constant: -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 +0:84 Constant: +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 +0:84 0.000000 0:85 Sequence 0:85 move second child to first child ( temp 4X2 matrix of float) 0:85 'var141' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:85 Constant: +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 +0:85 0.000000 0:86 Sequence 0:86 move second child to first child ( temp 4X2 matrix of float) 0:86 'var142' ( temp 4X2 matrix of float) -0:? Constant: -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 -0:? 0.000000 +0:86 Constant: +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 +0:86 0.000000 0:87 Sequence 0:87 move second child to first child ( temp 4X3 matrix of float) 0:87 'var155' ( temp 4X3 matrix of float) -0:? Constant: -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 +0:87 Constant: +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 +0:87 0.000000 0:88 Branch: Return with expression 0:88 Constant: 0:88 0.000000 diff --git a/Test/baseResults/hlsl.wavequery.frag.out b/Test/baseResults/hlsl.wavequery.frag.out index 59f3050e..df1b5969 100644 --- a/Test/baseResults/hlsl.wavequery.frag.out +++ b/Test/baseResults/hlsl.wavequery.frag.out @@ -11,19 +11,19 @@ gl_FragCoord origin is upper left 0:3 true case 0:? Sequence 0:5 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:5 Constant: +0:5 1.000000 +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 0:3 false case 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 3.000000 -0:? 2.000000 -0:? 1.000000 +0:9 Constant: +0:9 4.000000 +0:9 3.000000 +0:9 2.000000 +0:9 1.000000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence @@ -49,19 +49,19 @@ gl_FragCoord origin is upper left 0:3 true case 0:? Sequence 0:5 Branch: Return with expression -0:? Constant: -0:? 1.000000 -0:? 2.000000 -0:? 3.000000 -0:? 4.000000 +0:5 Constant: +0:5 1.000000 +0:5 2.000000 +0:5 3.000000 +0:5 4.000000 0:3 false case 0:? Sequence 0:9 Branch: Return with expression -0:? Constant: -0:? 4.000000 -0:? 3.000000 -0:? 2.000000 -0:? 1.000000 +0:9 Constant: +0:9 4.000000 +0:9 3.000000 +0:9 2.000000 +0:9 1.000000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence diff --git a/glslang/HLSL/hlslGrammar.cpp b/glslang/HLSL/hlslGrammar.cpp index df1625e0..bd4af922 100644 --- a/glslang/HLSL/hlslGrammar.cpp +++ b/glslang/HLSL/hlslGrammar.cpp @@ -3244,7 +3244,7 @@ bool HlslGrammar::acceptConstructor(TIntermTyped*& node) } // hook it up - node = parseContext.handleFunctionCall(arguments->getLoc(), constructorFunction, arguments); + node = parseContext.handleFunctionCall(token.loc, constructorFunction, arguments); return node != nullptr; }