From 510d83b384a3f61b9f0319f5b86eff3f7c06a6d2 Mon Sep 17 00:00:00 2001 From: John Kessenich Date: Mon, 29 Aug 2016 16:34:12 -0600 Subject: [PATCH] HLSL: Create test results for the previous commits. --- Test/baseResults/hlsl.array.frag.out | 46 ++- Test/baseResults/hlsl.assoc.frag.out | 65 +-- Test/baseResults/hlsl.attribute.frag.out | 4 +- Test/baseResults/hlsl.buffer.frag.out | 9 +- .../hlsl.calculatelod.dx10.frag.out | 29 +- .../hlsl.calculatelodunclamped.dx10.frag.out | 28 +- Test/baseResults/hlsl.cast.frag.out | 13 +- Test/baseResults/hlsl.conditional.frag.out | 33 +- Test/baseResults/hlsl.constructexpr.frag.out | 25 +- Test/baseResults/hlsl.discard.frag.out | 17 +- Test/baseResults/hlsl.doLoop.frag.out | 17 +- Test/baseResults/hlsl.entry-out.frag.out | 9 +- Test/baseResults/hlsl.float4.frag.out | 5 +- Test/baseResults/hlsl.forLoop.frag.out | 57 +-- .../hlsl.gather.array.dx10.frag.out | 29 +- .../hlsl.gather.basic.dx10.frag.out | 29 +- .../hlsl.gather.basic.dx10.vert.out | 26 +- .../hlsl.gather.offset.dx10.frag.out | 29 +- .../hlsl.gather.offsetarray.dx10.frag.out | 29 +- .../hlsl.gatherRGBA.array.dx10.frag.out | 29 +- .../hlsl.gatherRGBA.basic.dx10.frag.out | 29 +- .../hlsl.gatherRGBA.offset.dx10.frag.out | 29 +- .../hlsl.gatherRGBA.offsetarray.dx10.frag.out | 29 +- .../hlsl.getdimensions.dx10.frag.out | 29 +- .../hlsl.getdimensions.dx10.vert.out | 26 +- .../hlsl.getsampleposition.dx10.frag.out | 28 +- Test/baseResults/hlsl.if.frag.out | 81 ++-- Test/baseResults/hlsl.init.frag.out | 9 +- Test/baseResults/hlsl.init2.frag.out | 25 +- Test/baseResults/hlsl.inoutquals.frag.out | 29 +- Test/baseResults/hlsl.intrinsics.comp.out | 25 +- .../hlsl.intrinsics.double.frag.out | 57 +-- .../hlsl.intrinsics.evalfns.frag.out | 49 ++- .../hlsl.intrinsics.f1632.frag.out | 8 +- Test/baseResults/hlsl.intrinsics.frag.out | 376 +++++++++--------- Test/baseResults/hlsl.intrinsics.lit.frag.out | 35 +- .../hlsl.intrinsics.negative.comp.out | 16 +- .../hlsl.intrinsics.negative.frag.out | 44 +- .../hlsl.intrinsics.negative.vert.out | 16 +- Test/baseResults/hlsl.load.2dms.dx10.frag.out | 29 +- .../baseResults/hlsl.load.array.dx10.frag.out | 29 +- .../baseResults/hlsl.load.basic.dx10.frag.out | 29 +- .../baseResults/hlsl.load.basic.dx10.vert.out | 26 +- .../hlsl.load.buffer.dx10.frag.out | 29 +- .../hlsl.load.offset.dx10.frag.out | 29 +- .../hlsl.load.offsetarray.dx10.frag.out | 29 +- Test/baseResults/hlsl.max.frag.out | 18 +- .../baseResults/hlsl.numericsuffixes.frag.out | 29 +- Test/baseResults/hlsl.overload.frag.out | 9 +- Test/baseResults/hlsl.pp.line.frag.out | 29 +- Test/baseResults/hlsl.precedence.frag.out | 48 ++- Test/baseResults/hlsl.precedence2.frag.out | 52 +-- Test/baseResults/hlsl.precise.frag.out | 25 +- Test/baseResults/hlsl.promotions.frag.out | 25 +- .../hlsl.sample.array.dx10.frag.out | 29 +- .../hlsl.sample.basic.dx10.frag.out | 29 +- .../hlsl.sample.offset.dx10.frag.out | 29 +- .../hlsl.sample.offsetarray.dx10.frag.out | 29 +- .../hlsl.samplebias.array.dx10.frag.out | 29 +- .../hlsl.samplebias.basic.dx10.frag.out | 29 +- .../hlsl.samplebias.offset.dx10.frag.out | 29 +- .../hlsl.samplebias.offsetarray.dx10.frag.out | 29 +- .../hlsl.samplecmp.array.dx10.frag.out | 29 +- .../hlsl.samplecmp.basic.dx10.frag.out | 29 +- .../hlsl.samplecmp.offset.dx10.frag.out | 29 +- .../hlsl.samplecmp.offsetarray.dx10.frag.out | 29 +- ...lsl.samplecmplevelzero.array.dx10.frag.out | 29 +- ...lsl.samplecmplevelzero.basic.dx10.frag.out | 29 +- ...sl.samplecmplevelzero.offset.dx10.frag.out | 29 +- ...mplecmplevelzero.offsetarray.dx10.frag.out | 29 +- .../hlsl.samplegrad.array.dx10.frag.out | 29 +- .../hlsl.samplegrad.basic.dx10.frag.out | 29 +- .../hlsl.samplegrad.basic.dx10.vert.out | 26 +- .../hlsl.samplegrad.offset.dx10.frag.out | 29 +- .../hlsl.samplegrad.offsetarray.dx10.frag.out | 29 +- .../hlsl.samplelevel.array.dx10.frag.out | 29 +- .../hlsl.samplelevel.basic.dx10.frag.out | 29 +- .../hlsl.samplelevel.basic.dx10.vert.out | 26 +- .../hlsl.samplelevel.offset.dx10.frag.out | 29 +- ...hlsl.samplelevel.offsetarray.dx10.frag.out | 29 +- Test/baseResults/hlsl.scope.frag.out | 4 +- Test/baseResults/hlsl.semicolons.frag.out | 25 +- Test/baseResults/hlsl.sin.frag.out | 9 +- Test/baseResults/hlsl.stringtoken.frag.out | 25 +- Test/baseResults/hlsl.struct.frag.out | 22 +- Test/baseResults/hlsl.switch.frag.out | 79 ++-- Test/baseResults/hlsl.void.frag.out | 4 +- Test/baseResults/hlsl.whileLoop.frag.out | 17 +- ...emap.hlsl.sample.basic.everything.frag.out | 1 + .../remap.hlsl.sample.basic.none.frag.out | 1 + .../remap.hlsl.sample.basic.strip.frag.out | 1 + glslang/Include/revision.h | 2 +- 92 files changed, 1471 insertions(+), 1370 deletions(-) diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index 5c519ee5..4d075111 100755 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -4,8 +4,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:11 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'i' (in int) -0:8 'input' (in 3-element array of 4-component vector of float) +0:8 'i' (layout(location=0 ) in int) +0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) @@ -22,29 +22,29 @@ gl_FragCoord origin is upper left 0:10 1 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'a' (global 4-element array of 4-component vector of float) -0:10 'i' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) +0:10 'i' (layout(location=0 ) in int) +0:10 direct index (layout(location=1 ) temp 4-component vector of float) +0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) -0:10 'i' (in int) +0:10 indirect index (layout(location=1 ) temp 4-component vector of float) +0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) +0:10 'i' (layout(location=0 ) in int) 0:10 direct index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) 0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m}) 0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects 0:? 'a' (global 4-element array of 4-component vector of float) @@ -59,8 +59,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:11 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'i' (in int) -0:8 'input' (in 3-element array of 4-component vector of float) +0:8 'i' (layout(location=0 ) in int) +0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) @@ -77,29 +77,29 @@ gl_FragCoord origin is upper left 0:10 1 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'a' (global 4-element array of 4-component vector of float) -0:10 'i' (in int) -0:10 direct index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) +0:10 'i' (layout(location=0 ) in int) +0:10 direct index (layout(location=1 ) temp 4-component vector of float) +0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) -0:10 indirect index (temp 4-component vector of float) -0:10 'input' (in 3-element array of 4-component vector of float) -0:10 'i' (in int) +0:10 indirect index (layout(location=1 ) temp 4-component vector of float) +0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) +0:10 'i' (layout(location=0 ) in int) 0:10 direct index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) 0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m}) 0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m}) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) -0:10 'i' (in int) +0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects 0:? 'a' (global 4-element array of 4-component vector of float) @@ -123,6 +123,8 @@ gl_FragCoord origin is upper left Name 54 "" MemberName 54 0 "m" Name 58 "s" + Decorate 21(i) Location 0 + Decorate 29(input) Location 1 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.assoc.frag.out b/Test/baseResults/hlsl.assoc.frag.out index 5f617c90..b419cc01 100755 --- a/Test/baseResults/hlsl.assoc.frag.out +++ b/Test/baseResults/hlsl.assoc.frag.out @@ -4,21 +4,21 @@ gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'a1' (in 4-component vector of float) -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) -0:8 'a5' (in 4-component vector of float) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) +0:8 'a4' (layout(location=3 ) in 4-component vector of float) +0:8 'a5' (layout(location=4 ) in 4-component vector of float) 0:? Sequence 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a1' (in 4-component vector of float) +0:9 'a1' (layout(location=0 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a2' (in 4-component vector of float) +0:9 'a2' (layout(location=1 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a3' (in 4-component vector of float) +0:9 'a3' (layout(location=2 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a4' (in 4-component vector of float) -0:9 'a5' (in 4-component vector of float) +0:9 'a4' (layout(location=3 ) in 4-component vector of float) +0:9 'a5' (layout(location=4 ) in 4-component vector of float) 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -26,11 +26,11 @@ gl_FragCoord origin is upper left 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) -0:10 'a1' (in 4-component vector of float) -0:10 'a2' (in 4-component vector of float) -0:10 'a3' (in 4-component vector of float) -0:10 'a4' (in 4-component vector of float) -0:10 'a5' (in 4-component vector of float) +0:10 'a1' (layout(location=0 ) in 4-component vector of float) +0:10 'a2' (layout(location=1 ) in 4-component vector of float) +0:10 'a3' (layout(location=2 ) in 4-component vector of float) +0:10 'a4' (layout(location=3 ) in 4-component vector of float) +0:10 'a5' (layout(location=4 ) in 4-component vector of float) 0:10 Branch: Return 0:? Linker Objects @@ -43,21 +43,21 @@ gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'a1' (in 4-component vector of float) -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) -0:8 'a5' (in 4-component vector of float) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) +0:8 'a4' (layout(location=3 ) in 4-component vector of float) +0:8 'a5' (layout(location=4 ) in 4-component vector of float) 0:? Sequence 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a1' (in 4-component vector of float) +0:9 'a1' (layout(location=0 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a2' (in 4-component vector of float) +0:9 'a2' (layout(location=1 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a3' (in 4-component vector of float) +0:9 'a3' (layout(location=2 ) in 4-component vector of float) 0:9 move second child to first child (temp 4-component vector of float) -0:9 'a4' (in 4-component vector of float) -0:9 'a5' (in 4-component vector of float) +0:9 'a4' (layout(location=3 ) in 4-component vector of float) +0:9 'a5' (layout(location=4 ) in 4-component vector of float) 0:10 Sequence 0:10 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -65,11 +65,11 @@ gl_FragCoord origin is upper left 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) -0:10 'a1' (in 4-component vector of float) -0:10 'a2' (in 4-component vector of float) -0:10 'a3' (in 4-component vector of float) -0:10 'a4' (in 4-component vector of float) -0:10 'a5' (in 4-component vector of float) +0:10 'a1' (layout(location=0 ) in 4-component vector of float) +0:10 'a2' (layout(location=1 ) in 4-component vector of float) +0:10 'a3' (layout(location=2 ) in 4-component vector of float) +0:10 'a4' (layout(location=3 ) in 4-component vector of float) +0:10 'a5' (layout(location=4 ) in 4-component vector of float) 0:10 Branch: Return 0:? Linker Objects @@ -89,6 +89,11 @@ gl_FragCoord origin is upper left Name 12 "a4" Name 13 "a5" Name 16 "@entryPointOutput" + Decorate 9(a1) Location 0 + Decorate 10(a2) Location 1 + Decorate 11(a3) Location 2 + Decorate 12(a4) Location 3 + Decorate 13(a5) Location 4 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.attribute.frag.out b/Test/baseResults/hlsl.attribute.frag.out index 60c6d1d2..cb0b68bd 100755 --- a/Test/baseResults/hlsl.attribute.frag.out +++ b/Test/baseResults/hlsl.attribute.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:11 Test condition and select (temp void) 0:11 Condition @@ -22,7 +22,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:11 Test condition and select (temp void) 0:11 Condition diff --git a/Test/baseResults/hlsl.buffer.frag.out b/Test/baseResults/hlsl.buffer.frag.out index a51cb165..edcbbb84 100755 --- a/Test/baseResults/hlsl.buffer.frag.out +++ b/Test/baseResults/hlsl.buffer.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:26 Function Parameters: -0:26 'input' (in 4-component vector of float) +0:26 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:27 Sequence 0:27 move second child to first child (temp 4-component vector of float) @@ -13,7 +13,7 @@ gl_FragCoord origin is upper left 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) -0:27 'input' (in 4-component vector of float) +0:27 'input' (layout(location=0 ) in 4-component vector of float) 0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:27 Constant: @@ -46,7 +46,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:26 Function Parameters: -0:26 'input' (in 4-component vector of float) +0:26 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:27 Sequence 0:27 move second child to first child (temp 4-component vector of float) @@ -55,7 +55,7 @@ gl_FragCoord origin is upper left 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) -0:27 'input' (in 4-component vector of float) +0:27 'input' (layout(location=0 ) in 4-component vector of float) 0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:27 Constant: @@ -111,6 +111,7 @@ gl_FragCoord origin is upper left MemberName 34 6 "f6" MemberName 34 7 "f7" Name 36 "" + Decorate 11(input) Location 0 MemberDecorate 13 0 Offset 0 Decorate 13 Block Decorate 15 DescriptorSet 0 diff --git a/Test/baseResults/hlsl.calculatelod.dx10.frag.out b/Test/baseResults/hlsl.calculatelod.dx10.frag.out index 0ce3e645..2ae921a3 100644 --- a/Test/baseResults/hlsl.calculatelod.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelod.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:38 Constant: 0:38 0 (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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -164,7 +164,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:38 Constant: 0:38 0 (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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -296,15 +296,15 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -369,6 +369,7 @@ gl_FragCoord origin is upper left Decorate 93(g_tTexcdf4a) DescriptorSet 0 Decorate 106(g_tTexcdi4a) DescriptorSet 0 Decorate 118(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 131(PS_OUTPUT) 0 Location 0 MemberDecorate 131(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 144(g_tTex1df4) DescriptorSet 0 Decorate 144(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out index 8dbdc57b..0ef98d74 100644 --- a/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out +++ b/Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out @@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -135,8 +135,8 @@ ERROR: node is still EOpNull! 0:38 Constant: 0:38 0 (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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -146,15 +146,15 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -176,7 +176,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -297,8 +297,8 @@ ERROR: node is still EOpNull! 0:38 Constant: 0:38 0 (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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -308,15 +308,15 @@ ERROR: node is still EOpNull! 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) diff --git a/Test/baseResults/hlsl.cast.frag.out b/Test/baseResults/hlsl.cast.frag.out index 4710ba42..5554be15 100755 --- a/Test/baseResults/hlsl.cast.frag.out +++ b/Test/baseResults/hlsl.cast.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) @@ -12,10 +12,10 @@ gl_FragCoord origin is upper left 0:3 add (temp 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Convert int to float (temp 4-component vector of float) 0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 @@ -33,7 +33,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) @@ -41,10 +41,10 @@ gl_FragCoord origin is upper left 0:3 add (temp 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 Construct vec4 (temp 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Convert int to float (temp 4-component vector of float) 0:3 Convert float to int (temp 4-component vector of int) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 @@ -65,6 +65,7 @@ gl_FragCoord origin is upper left Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" Name 11 "input" + Decorate 11(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.conditional.frag.out b/Test/baseResults/hlsl.conditional.frag.out index ce354f17..672024c4 100755 --- a/Test/baseResults/hlsl.conditional.frag.out +++ b/Test/baseResults/hlsl.conditional.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:17 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp int) @@ -35,19 +35,19 @@ gl_FragCoord origin is upper left 0:7 vector-scale (temp 4-component vector of float) 0:7 Convert int to float (temp float) 0:7 'a' (temp int) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:8 vector-scale (temp 4-component vector of float) 0:8 Convert int to float (temp float) 0:8 'b' (temp int) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:9 vector-scale (temp 4-component vector of float) 0:9 Convert int to float (temp float) 0:9 'c' (temp int) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:10 vector-scale (temp 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 'd' (temp int) -0:10 'input' (in 4-component vector of float) +0:10 'input' (layout(location=0 ) in 4-component vector of float) 0:12 Comma (temp int) 0:12 move second child to first child (temp int) 0:12 'e' (temp int) @@ -85,19 +85,19 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 0 (const int) 0:14 direct index (temp float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'c' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 false case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'd' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:15 Sequence 0:15 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -119,7 +119,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:17 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp int) @@ -150,19 +150,19 @@ gl_FragCoord origin is upper left 0:7 vector-scale (temp 4-component vector of float) 0:7 Convert int to float (temp float) 0:7 'a' (temp int) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:8 vector-scale (temp 4-component vector of float) 0:8 Convert int to float (temp float) 0:8 'b' (temp int) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:9 vector-scale (temp 4-component vector of float) 0:9 Convert int to float (temp float) 0:9 'c' (temp int) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:10 vector-scale (temp 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 'd' (temp int) -0:10 'input' (in 4-component vector of float) +0:10 'input' (layout(location=0 ) in 4-component vector of float) 0:12 Comma (temp int) 0:12 move second child to first child (temp int) 0:12 'e' (temp int) @@ -200,19 +200,19 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 0 (const int) 0:14 direct index (temp float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'c' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 false case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'd' (temp int) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:15 Sequence 0:15 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -244,6 +244,7 @@ gl_FragCoord origin is upper left Name 40 "e" Name 57 "f" Name 83 "@entryPointOutput" + Decorate 22(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 diff --git a/Test/baseResults/hlsl.constructexpr.frag.out b/Test/baseResults/hlsl.constructexpr.frag.out index 0dab6a80..c9fb8ed3 100644 --- a/Test/baseResults/hlsl.constructexpr.frag.out +++ b/Test/baseResults/hlsl.constructexpr.frag.out @@ -2,7 +2,7 @@ hlsl.constructexpr.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:18 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:4 Function Parameters: 0:? Sequence 0:6 Constant: @@ -25,8 +25,8 @@ gl_FragCoord origin is upper left 0:? 11.000000 0:? 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}) +0:15 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:15 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: @@ -35,9 +35,9 @@ gl_FragCoord origin is upper left 0:15 1.000000 0:15 1.000000 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:16 Branch: Return 0:? Linker Objects @@ -48,7 +48,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:18 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:4 Function Parameters: 0:? Sequence 0:6 Constant: @@ -71,8 +71,8 @@ gl_FragCoord origin is upper left 0:? 11.000000 0:? 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}) +0:15 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:15 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:15 Constant: 0:15 0 (const int) 0:15 Constant: @@ -81,9 +81,9 @@ gl_FragCoord origin is upper left 0:15 1.000000 0:15 1.000000 0:16 Sequence -0:16 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:16 Branch: Return 0:? Linker Objects @@ -101,6 +101,7 @@ gl_FragCoord origin is upper left MemberName 22(PS_OUTPUT) 0 "color" Name 24 "ps_output" Name 31 "@entryPointOutput" + MemberDecorate 22(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 diff --git a/Test/baseResults/hlsl.discard.frag.out b/Test/baseResults/hlsl.discard.frag.out index 5495deac..cee9a456 100755 --- a/Test/baseResults/hlsl.discard.frag.out +++ b/Test/baseResults/hlsl.discard.frag.out @@ -16,17 +16,17 @@ gl_FragCoord origin is upper left 0:4 Branch: Kill 0:15 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:9 Function Call: foo(f1; (global void) 0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: 0:9 2 (const int) 0:10 Test condition and select (temp void) 0:10 Condition 0:10 direct index (temp float) -0:10 'input' (in 4-component vector of float) +0:10 'input' (layout(location=0 ) in 4-component vector of float) 0:10 Constant: 0:10 0 (const int) 0:10 true case @@ -35,7 +35,7 @@ gl_FragCoord origin is upper left 0:12 move second child to first child (temp float) 0:12 'f' (temp float) 0:12 direct index (temp float) -0:12 'input' (in 4-component vector of float) +0:12 'input' (layout(location=0 ) in 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:13 Branch: Kill @@ -62,17 +62,17 @@ gl_FragCoord origin is upper left 0:4 Branch: Kill 0:15 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:8 Function Parameters: -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:9 Function Call: foo(f1; (global void) 0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: 0:9 2 (const int) 0:10 Test condition and select (temp void) 0:10 Condition 0:10 direct index (temp float) -0:10 'input' (in 4-component vector of float) +0:10 'input' (layout(location=0 ) in 4-component vector of float) 0:10 Constant: 0:10 0 (const int) 0:10 true case @@ -81,7 +81,7 @@ gl_FragCoord origin is upper left 0:12 move second child to first child (temp float) 0:12 'f' (temp float) 0:12 direct index (temp float) -0:12 'input' (in 4-component vector of float) +0:12 'input' (layout(location=0 ) in 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:13 Branch: Kill @@ -102,6 +102,7 @@ gl_FragCoord origin is upper left Name 21 "input" Name 22 "param" Name 35 "f" + Decorate 21(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.doLoop.frag.out b/Test/baseResults/hlsl.doLoop.frag.out index 3fdd46f0..3de57472 100755 --- a/Test/baseResults/hlsl.doLoop.frag.out +++ b/Test/baseResults/hlsl.doLoop.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:7 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition @@ -19,13 +19,13 @@ gl_FragCoord origin is upper left 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 Compare Equal (temp bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Loop Body 0:5 Sequence 0:5 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Branch: Return 0:? Linker Objects @@ -38,7 +38,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:7 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition @@ -53,13 +53,13 @@ gl_FragCoord origin is upper left 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 Compare Equal (temp bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Loop Body 0:5 Sequence 0:5 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Branch: Return 0:? Linker Objects @@ -75,6 +75,7 @@ gl_FragCoord origin is upper left Name 4 "PixelShaderFunction" Name 23 "@entryPointOutput" Name 25 "input" + Decorate 25(input) Location 0 2: TypeVoid 3: TypeFunction 2 10: TypeBool diff --git a/Test/baseResults/hlsl.entry-out.frag.out b/Test/baseResults/hlsl.entry-out.frag.out index 96f5b78b..f63bb3da 100755 --- a/Test/baseResults/hlsl.entry-out.frag.out +++ b/Test/baseResults/hlsl.entry-out.frag.out @@ -4,13 +4,13 @@ gl_FragCoord origin is upper left 0:? Sequence 0:13 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float) 0:7 Function Parameters: -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'out1' (out 4-component vector of float) 0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'out1' (out 4-component vector of float) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:9 move second child to first child (temp 2-component vector of float) 0:9 v: direct index for structure (temp 2-component vector of float) 0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) @@ -43,13 +43,13 @@ gl_FragCoord origin is upper left 0:? Sequence 0:13 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21; (global 4-component vector of float) 0:7 Function Parameters: -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'out1' (out 4-component vector of float) 0:7 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) 0:? Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'out1' (out 4-component vector of float) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:9 move second child to first child (temp 2-component vector of float) 0:9 v: direct index for structure (temp 2-component vector of float) 0:9 'out2' (out structure{temp 2-component vector of float v, temp 2-component vector of int i}) @@ -90,6 +90,7 @@ gl_FragCoord origin is upper left MemberName 16(OutParam) 1 "i" Name 18 "out2" Name 29 "@entryPointOutput" + Decorate 11(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.float4.frag.out b/Test/baseResults/hlsl.float4.frag.out index 08a98756..ba443261 100755 --- a/Test/baseResults/hlsl.float4.frag.out +++ b/Test/baseResults/hlsl.float4.frag.out @@ -26,7 +26,7 @@ gl_FragCoord origin is upper left 0:? 'ff1' (global bool Face) 0:? 'ff2' (layout(offset=4 ) global 4-component vector of float) 0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float) -0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float FragCoord) +0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float) Linked fragment stage: @@ -56,7 +56,7 @@ gl_FragCoord origin is upper left 0:? 'ff1' (global bool Face) 0:? 'ff2' (layout(offset=4 ) global 4-component vector of float) 0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float) -0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float FragCoord) +0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 @@ -81,7 +81,6 @@ gl_FragCoord origin is upper left Decorate 28(ff3) Binding 0 Decorate 29(ff4) Offset 4 Decorate 29(ff4) Binding 1 - Decorate 29(ff4) BuiltIn FragCoord 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.forLoop.frag.out b/Test/baseResults/hlsl.forLoop.frag.out index 3fd9a973..44010957 100755 --- a/Test/baseResults/hlsl.forLoop.frag.out +++ b/Test/baseResults/hlsl.forLoop.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:? Sequence 0:3 Loop with condition tested first @@ -12,7 +12,7 @@ gl_FragCoord origin is upper left 0:3 No loop body 0:4 Sequence 0:4 Pre-Increment (temp 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 'input' (layout(location=0 ) in 4-component vector of float) 0:4 Loop with condition tested first 0:4 No loop condition 0:4 No loop body @@ -20,42 +20,42 @@ gl_FragCoord origin is upper left 0:5 Loop with condition tested first 0:5 Loop Condition 0:5 Compare Not Equal (temp bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 No loop body 0:? Sequence 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Compare Not Equal (temp bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Loop Body 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:6 Negate value (temp 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Branch: Return 0:7 Sequence 0:7 Pre-Decrement (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Loop with condition tested first 0:7 Loop Condition 0:7 Compare Not Equal (temp bool) -0:7 'input' (in 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Loop Body 0:? Sequence 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:7 Negate value (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Branch: Return 0:7 Loop Terminal Expression 0:7 add second child into first child (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Constant: 0:7 2.000000 0:? Sequence @@ -66,7 +66,7 @@ gl_FragCoord origin is upper left 0:8 Condition 0:8 Compare Greater Than (temp bool) 0:8 direct index (temp float) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: @@ -81,7 +81,7 @@ gl_FragCoord origin is upper left 0:9 Condition 0:9 Compare Greater Than (temp bool) 0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: @@ -124,7 +124,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:? Sequence 0:3 Loop with condition tested first @@ -132,7 +132,7 @@ gl_FragCoord origin is upper left 0:3 No loop body 0:4 Sequence 0:4 Pre-Increment (temp 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 'input' (layout(location=0 ) in 4-component vector of float) 0:4 Loop with condition tested first 0:4 No loop condition 0:4 No loop body @@ -140,42 +140,42 @@ gl_FragCoord origin is upper left 0:5 Loop with condition tested first 0:5 Loop Condition 0:5 Compare Not Equal (temp bool) -0:5 'input' (in 4-component vector of float) -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 No loop body 0:? Sequence 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Compare Not Equal (temp bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Loop Body 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:6 Negate value (temp 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Branch: Return 0:7 Sequence 0:7 Pre-Decrement (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Loop with condition tested first 0:7 Loop Condition 0:7 Compare Not Equal (temp bool) -0:7 'input' (in 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Loop Body 0:? Sequence 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:7 Negate value (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Branch: Return 0:7 Loop Terminal Expression 0:7 add second child into first child (temp 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Constant: 0:7 2.000000 0:? Sequence @@ -186,7 +186,7 @@ gl_FragCoord origin is upper left 0:8 Condition 0:8 Compare Greater Than (temp bool) 0:8 direct index (temp float) -0:8 'input' (in 4-component vector of float) +0:8 'input' (layout(location=0 ) in 4-component vector of float) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: @@ -201,7 +201,7 @@ gl_FragCoord origin is upper left 0:9 Condition 0:9 Compare Greater Than (temp bool) 0:9 direct index (temp float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: @@ -249,6 +249,7 @@ gl_FragCoord origin is upper left Name 43 "@entryPointOutput" Name 91 "ii" Name 111 "ii" + Decorate 13(input) Location 0 2: TypeVoid 3: TypeFunction 2 10: TypeFloat 32 diff --git a/Test/baseResults/hlsl.gather.array.dx10.frag.out b/Test/baseResults/hlsl.gather.array.dx10.frag.out index 58f7a77c..27b24387 100644 --- a/Test/baseResults/hlsl.gather.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence @@ -75,8 +75,8 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -86,15 +86,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -116,7 +116,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:29 Sequence @@ -189,8 +189,8 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -200,15 +200,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -265,6 +265,7 @@ gl_FragCoord origin is upper left Decorate 60(g_tTexcdf4a) DescriptorSet 0 Decorate 70(g_tTexcdi4a) DescriptorSet 0 Decorate 80(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 90(PS_OUTPUT) 0 Location 0 MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 104(g_tTex1df4a) DescriptorSet 0 Decorate 104(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.frag.out b/Test/baseResults/hlsl.gather.basic.dx10.frag.out index c75a0598..98be6d59 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence @@ -69,8 +69,8 @@ gl_FragCoord origin is upper left 0:? 0.800000 0:? 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 FragDepth Depth}) +0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -80,15 +80,15 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:45 move second child to first child (temp float) 0:45 Depth: direct index for structure (temp float FragDepth) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 1.000000 0:47 Sequence -0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -114,7 +114,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:29 Function Parameters: 0:? Sequence 0:34 Sequence @@ -181,8 +181,8 @@ gl_FragCoord origin is upper left 0:? 0.800000 0:? 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 FragDepth Depth}) +0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:44 Constant: 0:44 0 (const int) 0:44 Constant: @@ -192,15 +192,15 @@ gl_FragCoord origin is upper left 0:44 1.000000 0:45 move second child to first child (temp float) 0:45 Depth: direct index for structure (temp float FragDepth) -0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 1 (const int) 0:45 Constant: 0:45 1.000000 0:47 Sequence -0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -264,6 +264,7 @@ gl_FragCoord origin is upper left Decorate 59(g_tTexcdf4) DescriptorSet 0 Decorate 70(g_tTexcdi4) DescriptorSet 0 Decorate 80(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 90(PS_OUTPUT) 0 Location 0 MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 103(g_sSamp2d) DescriptorSet 0 Decorate 106(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gather.basic.dx10.vert.out b/Test/baseResults/hlsl.gather.basic.dx10.vert.out index 209c041d..291caa76 100644 --- a/Test/baseResults/hlsl.gather.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.gather.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.gather.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -68,8 +68,8 @@ Shader version: 450 0:? 0.800000 0:? 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 FragCoord) -0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:43 Pos: direct index for structure (temp 4-component vector of float Position) +0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -78,9 +78,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:45 Sequence -0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:45 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -105,7 +105,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -172,8 +172,8 @@ Shader version: 450 0:? 0.800000 0:? 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 FragCoord) -0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:43 Pos: direct index for structure (temp 4-component vector of float Position) +0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:43 Constant: 0:43 0 (const int) 0:? Constant: @@ -182,9 +182,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:45 Sequence -0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:45 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -246,7 +246,7 @@ Shader version: 450 Decorate 59(g_tTexcdf4) DescriptorSet 0 Decorate 70(g_tTexcdi4) DescriptorSet 0 Decorate 80(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 90(VS_OUTPUT) 0 BuiltIn FragCoord + MemberDecorate 90(VS_OUTPUT) 0 BuiltIn Position Decorate 100(g_sSamp2d) DescriptorSet 0 Decorate 103(g_tTex1df4a) DescriptorSet 0 Decorate 103(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.gather.offset.dx10.frag.out b/Test/baseResults/hlsl.gather.offset.dx10.frag.out index 2f856642..3e19e5f8 100644 --- a/Test/baseResults/hlsl.gather.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -45,8 +45,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -56,15 +56,15 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -89,7 +89,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -132,8 +132,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -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 FragDepth Depth}) +0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: @@ -143,15 +143,15 @@ gl_FragCoord origin is upper left 0:40 1.000000 0:41 move second child to first child (temp float) 0:41 Depth: direct index for structure (temp float FragDepth) -0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Sequence -0:43 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:43 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -207,6 +207,7 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 35(g_tTex2di4) DescriptorSet 0 Decorate 51(g_tTex2du4) DescriptorSet 0 + MemberDecorate 62(PS_OUTPUT) 0 Location 0 MemberDecorate 62(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 76(g_tTex1df4a) DescriptorSet 0 Decorate 76(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out index 5cfae1ef..5e0a07e3 100644 --- a/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence @@ -48,8 +48,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -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 FragDepth Depth}) +0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -59,15 +59,15 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:33 move second child to first child (temp float) 0:33 Depth: direct index for structure (temp float FragDepth) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Sequence -0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -86,7 +86,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:25 Sequence @@ -132,8 +132,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? -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 FragDepth Depth}) +0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 Constant: @@ -143,15 +143,15 @@ gl_FragCoord origin is upper left 0:32 1.000000 0:33 move second child to first child (temp float) 0:33 Depth: direct index for structure (temp float FragDepth) -0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Sequence -0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -195,6 +195,7 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4) DescriptorSet 0 Decorate 51(g_tTex2du4) DescriptorSet 0 + MemberDecorate 63(PS_OUTPUT) 0 Location 0 MemberDecorate 63(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 77(g_tTex1df4a) DescriptorSet 0 Decorate 77(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index ac59887b..ddeb525f 100644 --- a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -246,8 +246,8 @@ gl_FragCoord origin is upper left 0:65 Constant: 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -257,15 +257,15 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence -0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -291,7 +291,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:33 Sequence @@ -535,8 +535,8 @@ gl_FragCoord origin is upper left 0:65 Constant: 0:65 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -546,15 +546,15 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence -0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -637,6 +637,7 @@ gl_FragCoord origin is upper left Decorate 112(g_tTexcdf4a) DescriptorSet 0 Decorate 124(g_tTexcdi4a) DescriptorSet 0 Decorate 134(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 195(PS_OUTPUT) 0 Location 0 MemberDecorate 195(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 207(g_sSamp2d) DescriptorSet 0 Decorate 210(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index 63c9946d..79e779b9 100644 --- a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:78 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:78 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -246,8 +246,8 @@ gl_FragCoord origin is upper left 0:71 Constant: 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) -0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -257,15 +257,15 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:74 move second child to first child (temp float) 0:74 Depth: direct index for structure (temp float FragDepth) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:74 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 1.000000 0:76 Sequence -0:76 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:76 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -295,7 +295,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:78 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:78 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Function Parameters: 0:? Sequence 0:39 Sequence @@ -539,8 +539,8 @@ gl_FragCoord origin is upper left 0:71 Constant: 0:71 3 (const int) 0:73 move second child to first child (temp 4-component vector of float) -0:73 Color: direct index for structure (temp 4-component vector of float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 0 (const int) 0:73 Constant: @@ -550,15 +550,15 @@ gl_FragCoord origin is upper left 0:73 1.000000 0:74 move second child to first child (temp float) 0:74 Depth: direct index for structure (temp float FragDepth) -0:74 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:74 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 1.000000 0:76 Sequence -0:76 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:76 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:76 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -648,6 +648,7 @@ gl_FragCoord origin is upper left Decorate 112(g_tTexcdf4) DescriptorSet 0 Decorate 125(g_tTexcdi4) DescriptorSet 0 Decorate 135(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 196(PS_OUTPUT) 0 Location 0 MemberDecorate 196(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 208(g_sSamp2d) DescriptorSet 0 Decorate 211(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index 5df5248e..4d6fd70c 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -318,8 +318,8 @@ gl_FragCoord origin is upper left 0:100 Constant: 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) -0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -329,15 +329,15 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:113 move second child to first child (temp float) 0:113 Depth: direct index for structure (temp float FragDepth) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: 0:113 1.000000 0:115 Sequence -0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:115 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -371,7 +371,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Function Parameters: 0:? Sequence 0:46 Sequence @@ -687,8 +687,8 @@ gl_FragCoord origin is upper left 0:100 Constant: 0:100 3 (const int) 0:112 move second child to first child (temp 4-component vector of float) -0:112 Color: direct index for structure (temp 4-component vector of float) -0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:112 Constant: 0:112 0 (const int) 0:112 Constant: @@ -698,15 +698,15 @@ gl_FragCoord origin is upper left 0:112 1.000000 0:113 move second child to first child (temp float) 0:113 Depth: direct index for structure (temp float FragDepth) -0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:113 Constant: 0:113 1 (const int) 0:113 Constant: 0:113 1.000000 0:115 Sequence -0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:115 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -802,6 +802,7 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4) DescriptorSet 0 Decorate 50(g_tTex2du4) DescriptorSet 0 + MemberDecorate 258(PS_OUTPUT) 0 Location 0 MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 270(g_sSamp2d) DescriptorSet 0 Decorate 273(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index 5838f08a..7d1cf674 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.gatherRGBA.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:111 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:111 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -318,8 +318,8 @@ gl_FragCoord origin is upper left 0:94 Constant: 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) -0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:106 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:106 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -329,15 +329,15 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:107 move second child to first child (temp float) 0:107 Depth: direct index for structure (temp float FragDepth) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:107 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: 0:107 1.000000 0:109 Sequence -0:109 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:109 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -367,7 +367,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:111 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:111 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Function Parameters: 0:? Sequence 0:40 Sequence @@ -683,8 +683,8 @@ gl_FragCoord origin is upper left 0:94 Constant: 0:94 3 (const int) 0:106 move second child to first child (temp 4-component vector of float) -0:106 Color: direct index for structure (temp 4-component vector of float) -0:106 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:106 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:106 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:106 Constant: 0:106 0 (const int) 0:106 Constant: @@ -694,15 +694,15 @@ gl_FragCoord origin is upper left 0:106 1.000000 0:107 move second child to first child (temp float) 0:107 Depth: direct index for structure (temp float FragDepth) -0:107 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:107 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:107 Constant: 0:107 1 (const int) 0:107 Constant: 0:107 1.000000 0:109 Sequence -0:109 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:109 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:109 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -791,6 +791,7 @@ gl_FragCoord origin is upper left Decorate 16(g_sSamp) Binding 0 Decorate 36(g_tTex2di4a) DescriptorSet 0 Decorate 50(g_tTex2du4a) DescriptorSet 0 + MemberDecorate 258(PS_OUTPUT) 0 Location 0 MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 270(g_sSamp2d) DescriptorSet 0 Decorate 273(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.dx10.frag.out index a3eba63c..94177dec 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence @@ -1044,8 +1044,8 @@ gl_FragCoord origin is upper left 0:164 imageQuerySamples (temp uint) 0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:276 move second child to first child (temp 4-component vector of float) -0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -1055,15 +1055,15 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:277 move second child to first child (temp float) 0:277 Depth: direct index for structure (temp float FragDepth) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: 0:277 1.000000 0:279 Sequence -0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:279 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -1102,7 +1102,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Function Parameters: 0:? Sequence 0:65 Sequence @@ -2144,8 +2144,8 @@ gl_FragCoord origin is upper left 0:164 imageQuerySamples (temp uint) 0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:276 move second child to first child (temp 4-component vector of float) -0:276 Color: direct index for structure (temp 4-component vector of float) -0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:276 Constant: 0:276 0 (const int) 0:276 Constant: @@ -2155,15 +2155,15 @@ gl_FragCoord origin is upper left 0:276 1.000000 0:277 move second child to first child (temp float) 0:277 Depth: direct index for structure (temp float FragDepth) -0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:277 Constant: 0:277 1 (const int) 0:277 Constant: 0:277 1.000000 0:279 Sequence -0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:279 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -2324,6 +2324,7 @@ gl_FragCoord origin is upper left Decorate 482(g_tTex2dmsf4a) DescriptorSet 0 Decorate 496(g_tTex2dmsi4a) DescriptorSet 0 Decorate 510(g_tTex2dmsu4a) DescriptorSet 0 + MemberDecorate 522(PS_OUTPUT) 0 Location 0 MemberDecorate 522(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 539(g_sSamp) DescriptorSet 0 Decorate 539(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.getdimensions.dx10.vert.out b/Test/baseResults/hlsl.getdimensions.dx10.vert.out index a8761cdf..6ea1852e 100644 --- a/Test/baseResults/hlsl.getdimensions.dx10.vert.out +++ b/Test/baseResults/hlsl.getdimensions.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.getdimensions.dx10.vert Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -27,8 +27,8 @@ Shader version: 450 0:22 textureQueryLevels (temp uint) 0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float FragCoord) -0:24 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:24 Pos: direct index for structure (temp 4-component vector of float Position) +0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -37,9 +37,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:26 Sequence -0:26 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:26 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:26 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:26 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -51,7 +51,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:28 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:28 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:11 Function Parameters: 0:? Sequence 0:21 Sequence @@ -77,8 +77,8 @@ Shader version: 450 0:22 textureQueryLevels (temp uint) 0:22 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:24 move second child to first child (temp 4-component vector of float) -0:24 Pos: direct index for structure (temp 4-component vector of float FragCoord) -0:24 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:24 Pos: direct index for structure (temp 4-component vector of float Position) +0:24 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:24 Constant: 0:24 0 (const int) 0:? Constant: @@ -87,9 +87,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:26 Sequence -0:26 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:26 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:26 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:26 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:26 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -118,7 +118,7 @@ Shader version: 450 Name 41 "g_sSamp" Decorate 12(g_tTex1df4) DescriptorSet 0 Decorate 12(g_tTex1df4) Binding 0 - MemberDecorate 27(VS_OUTPUT) 0 BuiltIn FragCoord + MemberDecorate 27(VS_OUTPUT) 0 BuiltIn Position Decorate 41(g_sSamp) DescriptorSet 0 Decorate 41(g_sSamp) Binding 0 2: TypeVoid diff --git a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out index d120c315..3c90fabd 100644 --- a/Test/baseResults/hlsl.getsampleposition.dx10.frag.out +++ b/Test/baseResults/hlsl.getsampleposition.dx10.frag.out @@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence @@ -27,8 +27,8 @@ ERROR: node is still EOpNull! 0:17 Constant: 0:17 2 (const int) 0:19 move second child to first child (temp 4-component vector of float) -0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:19 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -38,15 +38,15 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:20 move second child to first child (temp float) 0:20 Depth: direct index for structure (temp float FragDepth) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 1.000000 0:22 Sequence -0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:22 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -60,7 +60,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! -0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:13 Function Parameters: 0:? Sequence 0:16 Sequence @@ -80,8 +80,8 @@ ERROR: node is still EOpNull! 0:17 Constant: 0:17 2 (const int) 0:19 move second child to first child (temp 4-component vector of float) -0:19 Color: direct index for structure (temp 4-component vector of float) -0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:19 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:19 Constant: 0:19 0 (const int) 0:19 Constant: @@ -91,15 +91,15 @@ ERROR: node is still EOpNull! 0:19 1.000000 0:20 move second child to first child (temp float) 0:20 Depth: direct index for structure (temp float FragDepth) -0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:20 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 1.000000 0:22 Sequence -0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:22 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) diff --git a/Test/baseResults/hlsl.if.frag.out b/Test/baseResults/hlsl.if.frag.out index cd768bec..10a50035 100755 --- a/Test/baseResults/hlsl.if.frag.out +++ b/Test/baseResults/hlsl.if.frag.out @@ -4,72 +4,72 @@ gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Test condition and select (temp void) 0:3 Condition 0:3 Compare Equal (temp bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 true case 0:4 Sequence 0:4 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 'input' (layout(location=0 ) in 4-component vector of float) 0:4 Branch: Return 0:6 Test condition and select (temp void) 0:6 Condition 0:6 Compare Equal (temp bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 true case 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Branch: Return 0:6 false case 0:9 Sequence 0:9 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:9 Negate value (temp 4-component vector of float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Branch: Return 0:11 Test condition and select (temp void) 0:11 Condition 0:11 Compare Equal (temp bool) -0:11 'input' (in 4-component vector of float) -0:11 'input' (in 4-component vector of float) +0:11 'input' (layout(location=0 ) in 4-component vector of float) +0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 true case is null 0:14 Test condition and select (temp void) 0:14 Condition 0:14 Compare Equal (temp bool) -0:14 'input' (in 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 true case is null 0:19 Test condition and select (temp void) 0:19 Condition 0:19 Compare Equal (temp bool) -0:19 'input' (in 4-component vector of float) -0:19 'input' (in 4-component vector of float) +0:19 'input' (layout(location=0 ) in 4-component vector of float) +0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 true case 0:? Sequence 0:20 Sequence 0:20 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:20 'input' (in 4-component vector of float) +0:20 'input' (layout(location=0 ) in 4-component vector of float) 0:20 Branch: Return 0:23 Test condition and select (temp void) 0:23 Condition 0:23 Compare Equal (temp bool) -0:23 'input' (in 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 true case 0:? Sequence 0:24 Sequence 0:24 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:24 'input' (in 4-component vector of float) +0:24 'input' (layout(location=0 ) in 4-component vector of float) 0:24 Branch: Return 0:23 false case 0:? Sequence @@ -77,14 +77,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:26 Negate value (temp 4-component vector of float) -0:26 'input' (in 4-component vector of float) +0:26 'input' (layout(location=0 ) in 4-component vector of float) 0:26 Branch: Return 0:30 Test condition and select (temp void) 0:30 Condition 0:30 move second child to first child (temp float) 0:30 'ii' (temp float) 0:30 direct index (temp float) -0:30 'input' (in 4-component vector of float) +0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 true case @@ -103,72 +103,72 @@ gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Test condition and select (temp void) 0:3 Condition 0:3 Compare Equal (temp bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 true case 0:4 Sequence 0:4 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:4 'input' (in 4-component vector of float) +0:4 'input' (layout(location=0 ) in 4-component vector of float) 0:4 Branch: Return 0:6 Test condition and select (temp void) 0:6 Condition 0:6 Compare Equal (temp bool) -0:6 'input' (in 4-component vector of float) -0:6 'input' (in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) +0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 true case 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:7 'input' (in 4-component vector of float) +0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 Branch: Return 0:6 false case 0:9 Sequence 0:9 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:9 Negate value (temp 4-component vector of float) -0:9 'input' (in 4-component vector of float) +0:9 'input' (layout(location=0 ) in 4-component vector of float) 0:9 Branch: Return 0:11 Test condition and select (temp void) 0:11 Condition 0:11 Compare Equal (temp bool) -0:11 'input' (in 4-component vector of float) -0:11 'input' (in 4-component vector of float) +0:11 'input' (layout(location=0 ) in 4-component vector of float) +0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 true case is null 0:14 Test condition and select (temp void) 0:14 Condition 0:14 Compare Equal (temp bool) -0:14 'input' (in 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 true case is null 0:19 Test condition and select (temp void) 0:19 Condition 0:19 Compare Equal (temp bool) -0:19 'input' (in 4-component vector of float) -0:19 'input' (in 4-component vector of float) +0:19 'input' (layout(location=0 ) in 4-component vector of float) +0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 true case 0:? Sequence 0:20 Sequence 0:20 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:20 'input' (in 4-component vector of float) +0:20 'input' (layout(location=0 ) in 4-component vector of float) 0:20 Branch: Return 0:23 Test condition and select (temp void) 0:23 Condition 0:23 Compare Equal (temp bool) -0:23 'input' (in 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 true case 0:? Sequence 0:24 Sequence 0:24 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:24 'input' (in 4-component vector of float) +0:24 'input' (layout(location=0 ) in 4-component vector of float) 0:24 Branch: Return 0:23 false case 0:? Sequence @@ -176,14 +176,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:26 Negate value (temp 4-component vector of float) -0:26 'input' (in 4-component vector of float) +0:26 'input' (layout(location=0 ) in 4-component vector of float) 0:26 Branch: Return 0:30 Test condition and select (temp void) 0:30 Condition 0:30 move second child to first child (temp float) 0:30 'ii' (temp float) 0:30 direct index (temp float) -0:30 'input' (in 4-component vector of float) +0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 true case @@ -207,6 +207,7 @@ gl_FragCoord origin is upper left Name 19 "@entryPointOutput" Name 67 "ii" Name 80 "ii" + Decorate 9(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.init.frag.out b/Test/baseResults/hlsl.init.frag.out index 42e0d3e7..1323a166 100755 --- a/Test/baseResults/hlsl.init.frag.out +++ b/Test/baseResults/hlsl.init.frag.out @@ -80,7 +80,7 @@ gl_FragCoord origin is upper left 0:18 5 (const uint) 0:37 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) 0:21 Function Parameters: -0:21 'input' (in 4-component vector of float) +0:21 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:22 Sequence 0:22 move second child to first child (temp 4-component vector of float) @@ -128,7 +128,7 @@ gl_FragCoord origin is upper left 0:35 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:35 component-wise multiply (temp 4-component vector of float) -0:35 'input' (in 4-component vector of float) +0:35 'input' (layout(location=0 ) in 4-component vector of float) 0:35 'a1' (global 4-component vector of float) 0:35 Branch: Return 0:? Linker Objects @@ -236,7 +236,7 @@ gl_FragCoord origin is upper left 0:18 5 (const uint) 0:37 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) 0:21 Function Parameters: -0:21 'input' (in 4-component vector of float) +0:21 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:22 Sequence 0:22 move second child to first child (temp 4-component vector of float) @@ -284,7 +284,7 @@ gl_FragCoord origin is upper left 0:35 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:35 component-wise multiply (temp 4-component vector of float) -0:35 'input' (in 4-component vector of float) +0:35 'input' (layout(location=0 ) in 4-component vector of float) 0:35 'a1' (global 4-component vector of float) 0:35 Branch: Return 0:? Linker Objects @@ -357,6 +357,7 @@ gl_FragCoord origin is upper left Name 90 "input" Name 95 "c4" Name 96 "b5" + Decorate 90(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.init2.frag.out b/Test/baseResults/hlsl.init2.frag.out index 03ce8b5d..f175991c 100644 --- a/Test/baseResults/hlsl.init2.frag.out +++ b/Test/baseResults/hlsl.init2.frag.out @@ -29,13 +29,13 @@ gl_FragCoord origin is upper left 0:20 8.000000 0:20 9.000000 0:20 10.000000 -0:33 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:33 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:26 Function Parameters: 0:? Sequence 0:27 Function Call: Test1( (global void) 0:30 move second child to first child (temp 4-component vector of float) -0:30 color: direct index for structure (temp 4-component vector of float) -0:30 'ps_output' (temp structure{temp 4-component vector of float color}) +0:30 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:30 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: @@ -44,9 +44,9 @@ gl_FragCoord origin is upper left 0:30 1.000000 0:30 1.000000 0:31 Sequence -0:31 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:31 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:31 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:31 Branch: Return 0:? Linker Objects @@ -84,13 +84,13 @@ gl_FragCoord origin is upper left 0:20 8.000000 0:20 9.000000 0:20 10.000000 -0:33 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:33 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:26 Function Parameters: 0:? Sequence 0:27 Function Call: Test1( (global void) 0:30 move second child to first child (temp 4-component vector of float) -0:30 color: direct index for structure (temp 4-component vector of float) -0:30 'ps_output' (temp structure{temp 4-component vector of float color}) +0:30 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:30 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: @@ -99,9 +99,9 @@ gl_FragCoord origin is upper left 0:30 1.000000 0:30 1.000000 0:31 Sequence -0:31 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:31 'ps_output' (temp structure{temp 4-component vector of float color}) +0:31 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:31 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:31 Branch: Return 0:? Linker Objects @@ -130,6 +130,7 @@ gl_FragCoord origin is upper left MemberName 34(PS_OUTPUT) 0 "color" Name 36 "ps_output" Name 43 "@entryPointOutput" + MemberDecorate 34(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 8: TypeFloat 32 diff --git a/Test/baseResults/hlsl.inoutquals.frag.out b/Test/baseResults/hlsl.inoutquals.frag.out index 044943da..083d8cf2 100644 --- a/Test/baseResults/hlsl.inoutquals.frag.out +++ b/Test/baseResults/hlsl.inoutquals.frag.out @@ -18,7 +18,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:26 Function Definition: main(vf4; (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -36,8 +36,8 @@ gl_FragCoord origin is upper left 0:19 'y' (temp float) 0:19 'z' (temp float) 0:21 move second child to first child (temp 4-component vector of float) -0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:21 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:21 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -48,7 +48,7 @@ gl_FragCoord origin is upper left 0:21 1.000000 0:22 move second child to first child (temp float) 0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index (temp float) @@ -56,9 +56,9 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Branch: Return 0:? Linker Objects @@ -85,7 +85,7 @@ gl_FragCoord origin is upper left 0:11 'x' (in float) 0:11 Constant: 0:11 -1.000000 -0:26 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:26 Function Definition: main(vf4; (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:15 Function Parameters: 0:15 'inpos' (noperspective in 4-component vector of float FragCoord) 0:? Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:19 'y' (temp float) 0:19 'z' (temp float) 0:21 move second child to first child (temp 4-component vector of float) -0:21 Color: direct index for structure (temp 4-component vector of float) -0:21 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:21 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:21 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -115,7 +115,7 @@ gl_FragCoord origin is upper left 0:21 1.000000 0:22 move second child to first child (temp float) 0:22 Depth: direct index for structure (temp float FragDepth) -0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:22 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index (temp float) @@ -123,9 +123,9 @@ gl_FragCoord origin is upper left 0:22 Constant: 0:22 3 (const int) 0:24 Sequence -0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:24 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:24 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Branch: Return 0:? Linker Objects @@ -155,6 +155,7 @@ gl_FragCoord origin is upper left Name 33 "psout" Name 45 "inpos" Name 53 "@entryPointOutput" + MemberDecorate 31(PS_OUTPUT) 0 Location 0 MemberDecorate 31(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 45(inpos) NoPerspective Decorate 45(inpos) BuiltIn FragCoord diff --git a/Test/baseResults/hlsl.intrinsics.comp.out b/Test/baseResults/hlsl.intrinsics.comp.out index e2fb4e57..fd31c426 100644 --- a/Test/baseResults/hlsl.intrinsics.comp.out +++ b/Test/baseResults/hlsl.intrinsics.comp.out @@ -232,14 +232,14 @@ local_size = (1, 1, 1) 0:? 3.000000 0:130 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) 0:105 Function Parameters: -0:105 'inF0' (in 4-component vector of float) -0:105 'inF1' (in 4-component vector of float) -0:105 'inF2' (in 4-component vector of float) -0:105 'inU0' (in 4-component vector of uint) -0:105 'inU1' (in 4-component vector of uint) +0:105 'inF0' (layout(location=0 ) in 4-component vector of float) +0:105 'inF1' (layout(location=1 ) in 4-component vector of float) +0:105 'inF2' (layout(location=2 ) in 4-component vector of float) +0:105 'inU0' (layout(location=3 ) in 4-component vector of uint) +0:105 'inU1' (layout(location=4 ) in 4-component vector of uint) 0:? Sequence 0:109 all (global bool) -0:109 'inF0' (in 4-component vector of float) +0:109 'inF0' (layout(location=0 ) in 4-component vector of float) 0:112 AtomicAdd (global void) 0:112 'gs_ua4' (global 4-component vector of uint) 0:112 'gs_ub4' (global 4-component vector of uint) @@ -559,14 +559,14 @@ local_size = (1, 1, 1) 0:? 3.000000 0:130 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) 0:105 Function Parameters: -0:105 'inF0' (in 4-component vector of float) -0:105 'inF1' (in 4-component vector of float) -0:105 'inF2' (in 4-component vector of float) -0:105 'inU0' (in 4-component vector of uint) -0:105 'inU1' (in 4-component vector of uint) +0:105 'inF0' (layout(location=0 ) in 4-component vector of float) +0:105 'inF1' (layout(location=1 ) in 4-component vector of float) +0:105 'inF2' (layout(location=2 ) in 4-component vector of float) +0:105 'inU0' (layout(location=3 ) in 4-component vector of uint) +0:105 'inU1' (layout(location=4 ) in 4-component vector of uint) 0:? Sequence 0:109 all (global bool) -0:109 'inF0' (in 4-component vector of float) +0:109 'inF0' (layout(location=0 ) in 4-component vector of float) 0:112 AtomicAdd (global void) 0:112 'gs_ua4' (global 4-component vector of uint) 0:112 'gs_ub4' (global 4-component vector of uint) @@ -699,6 +699,7 @@ local_size = (1, 1, 1) Name 185 "out_u4" Name 193 "gs_uc4" Name 215 "@entryPointOutput" + Decorate 175(inF0) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.intrinsics.double.frag.out b/Test/baseResults/hlsl.intrinsics.double.frag.out index 68edc7f0..6b1fb385 100644 --- a/Test/baseResults/hlsl.intrinsics.double.frag.out +++ b/Test/baseResults/hlsl.intrinsics.double.frag.out @@ -4,29 +4,29 @@ gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float) 0:5 Function Parameters: -0:5 'inDV1a' (in double) -0:5 'inDV1b' (in double) -0:5 'inDV1c' (in double) -0:5 'inDV2' (in 2-component vector of double) -0:5 'inDV3' (in 3-component vector of double) -0:5 'inDV4' (in 4-component vector of double) -0:5 'inU1a' (in uint) -0:5 'inU1b' (in uint) +0:5 'inDV1a' (layout(location=0 ) in double) +0:5 'inDV1b' (layout(location=1 ) in double) +0:5 'inDV1c' (layout(location=2 ) in double) +0:5 'inDV2' (layout(location=3 ) in 2-component vector of double) +0:5 'inDV3' (layout(location=4 ) in 3-component vector of double) +0:5 'inDV4' (layout(location=5 ) in 4-component vector of double) +0:5 'inU1a' (layout(location=6 ) in uint) +0:5 'inU1b' (layout(location=7 ) in uint) 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp double) 0:6 'r00' (temp double) 0:6 fma (global double) -0:6 'inDV1a' (in double) -0:6 'inDV1b' (in double) -0:6 'inDV1c' (in double) +0:6 'inDV1a' (layout(location=0 ) in double) +0:6 'inDV1b' (layout(location=1 ) in double) +0:6 'inDV1c' (layout(location=2 ) in double) 0:7 Sequence 0:7 move second child to first child (temp double) 0:7 'r01' (temp double) 0:7 uint64BitsToDouble (temp double) 0:7 Construct uvec2 (temp 2-component vector of uint) -0:7 'inU1a' (in uint) -0:7 'inU1b' (in uint) +0:7 'inU1a' (layout(location=6 ) in uint) +0:7 'inU1b' (layout(location=7 ) in uint) 0:9 Sequence 0:9 move second child to first child (temp float) 0:? '@entryPointOutput' (out float) @@ -44,29 +44,29 @@ gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float) 0:5 Function Parameters: -0:5 'inDV1a' (in double) -0:5 'inDV1b' (in double) -0:5 'inDV1c' (in double) -0:5 'inDV2' (in 2-component vector of double) -0:5 'inDV3' (in 3-component vector of double) -0:5 'inDV4' (in 4-component vector of double) -0:5 'inU1a' (in uint) -0:5 'inU1b' (in uint) +0:5 'inDV1a' (layout(location=0 ) in double) +0:5 'inDV1b' (layout(location=1 ) in double) +0:5 'inDV1c' (layout(location=2 ) in double) +0:5 'inDV2' (layout(location=3 ) in 2-component vector of double) +0:5 'inDV3' (layout(location=4 ) in 3-component vector of double) +0:5 'inDV4' (layout(location=5 ) in 4-component vector of double) +0:5 'inU1a' (layout(location=6 ) in uint) +0:5 'inU1b' (layout(location=7 ) in uint) 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp double) 0:6 'r00' (temp double) 0:6 fma (global double) -0:6 'inDV1a' (in double) -0:6 'inDV1b' (in double) -0:6 'inDV1c' (in double) +0:6 'inDV1a' (layout(location=0 ) in double) +0:6 'inDV1b' (layout(location=1 ) in double) +0:6 'inDV1c' (layout(location=2 ) in double) 0:7 Sequence 0:7 move second child to first child (temp double) 0:7 'r01' (temp double) 0:7 uint64BitsToDouble (temp double) 0:7 Construct uvec2 (temp 2-component vector of uint) -0:7 'inU1a' (in uint) -0:7 'inU1b' (in uint) +0:7 'inU1a' (layout(location=6 ) in uint) +0:7 'inU1b' (layout(location=7 ) in uint) 0:9 Sequence 0:9 move second child to first child (temp float) 0:? '@entryPointOutput' (out float) @@ -94,6 +94,11 @@ gl_FragCoord origin is upper left Name 20 "inU1a" Name 22 "inU1b" Name 29 "@entryPointOutput" + Decorate 10(inDV1a) Location 0 + Decorate 12(inDV1b) Location 1 + Decorate 14(inDV1c) Location 2 + Decorate 20(inU1a) Location 6 + Decorate 22(inU1b) Location 7 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 64 diff --git a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out index c0314694..818c89c4 100644 --- a/Test/baseResults/hlsl.intrinsics.evalfns.frag.out +++ b/Test/baseResults/hlsl.intrinsics.evalfns.frag.out @@ -4,39 +4,39 @@ gl_FragCoord origin is upper left 0:? Sequence 0:11 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void) 0:3 Function Parameters: -0:3 'inF1' (in float) -0:3 'inF2' (in 2-component vector of float) -0:3 'inF3' (in 3-component vector of float) -0:3 'inF4' (in 4-component vector of float) -0:3 'inI2' (in 2-component vector of int) +0:3 'inF1' (layout(location=0 ) in float) +0:3 'inF2' (layout(location=1 ) in 2-component vector of float) +0:3 'inF3' (layout(location=2 ) in 3-component vector of float) +0:3 'inF4' (layout(location=3 ) in 4-component vector of float) +0:3 'inI2' (layout(location=4 ) in 2-component vector of int) 0:? Sequence 0:4 interpolateAtOffset (temp float) -0:4 'inF1' (in float) +0:4 'inF1' (layout(location=0 ) in float) 0:? Constant: 0:? -0.500000 0:? -0.062500 0:5 interpolateAtOffset (temp 2-component vector of float) -0:5 'inF2' (in 2-component vector of float) +0:5 'inF2' (layout(location=1 ) in 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.062500 0:6 interpolateAtOffset (temp 3-component vector of float) -0:6 'inF3' (in 3-component vector of float) +0:6 'inF3' (layout(location=2 ) in 3-component vector of float) 0:? Constant: 0:? 0.187500 0:? -0.375000 0:7 interpolateAtOffset (temp 4-component vector of float) -0:7 'inF4' (in 4-component vector of float) +0:7 'inF4' (layout(location=3 ) in 4-component vector of float) 0:? Constant: 0:? 0.437500 0:? -0.500000 0:9 interpolateAtOffset (temp float) -0:9 'inF1' (in float) +0:9 'inF1' (layout(location=0 ) in float) 0:9 vector-scale (temp 2-component vector of float) 0:9 Convert int to float (temp 2-component vector of float) 0:9 right-shift (temp 2-component vector of int) 0:9 left-shift (temp 2-component vector of int) -0:9 'inI2' (in 2-component vector of int) +0:9 'inI2' (layout(location=4 ) in 2-component vector of int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: @@ -54,39 +54,39 @@ gl_FragCoord origin is upper left 0:? Sequence 0:11 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void) 0:3 Function Parameters: -0:3 'inF1' (in float) -0:3 'inF2' (in 2-component vector of float) -0:3 'inF3' (in 3-component vector of float) -0:3 'inF4' (in 4-component vector of float) -0:3 'inI2' (in 2-component vector of int) +0:3 'inF1' (layout(location=0 ) in float) +0:3 'inF2' (layout(location=1 ) in 2-component vector of float) +0:3 'inF3' (layout(location=2 ) in 3-component vector of float) +0:3 'inF4' (layout(location=3 ) in 4-component vector of float) +0:3 'inI2' (layout(location=4 ) in 2-component vector of int) 0:? Sequence 0:4 interpolateAtOffset (temp float) -0:4 'inF1' (in float) +0:4 'inF1' (layout(location=0 ) in float) 0:? Constant: 0:? -0.500000 0:? -0.062500 0:5 interpolateAtOffset (temp 2-component vector of float) -0:5 'inF2' (in 2-component vector of float) +0:5 'inF2' (layout(location=1 ) in 2-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.062500 0:6 interpolateAtOffset (temp 3-component vector of float) -0:6 'inF3' (in 3-component vector of float) +0:6 'inF3' (layout(location=2 ) in 3-component vector of float) 0:? Constant: 0:? 0.187500 0:? -0.375000 0:7 interpolateAtOffset (temp 4-component vector of float) -0:7 'inF4' (in 4-component vector of float) +0:7 'inF4' (layout(location=3 ) in 4-component vector of float) 0:? Constant: 0:? 0.437500 0:? -0.500000 0:9 interpolateAtOffset (temp float) -0:9 'inF1' (in float) +0:9 'inF1' (layout(location=0 ) in float) 0:9 vector-scale (temp 2-component vector of float) 0:9 Convert int to float (temp 2-component vector of float) 0:9 right-shift (temp 2-component vector of int) 0:9 left-shift (temp 2-component vector of int) -0:9 'inI2' (in 2-component vector of int) +0:9 'inI2' (layout(location=4 ) in 2-component vector of int) 0:9 Constant: 0:9 28 (const int) 0:9 Constant: @@ -111,6 +111,11 @@ gl_FragCoord origin is upper left Name 22 "inF3" Name 29 "inF4" Name 36 "inI2" + Decorate 8(inF1) Location 0 + Decorate 15(inF2) Location 1 + Decorate 22(inF3) Location 2 + Decorate 29(inF4) Location 3 + Decorate 36(inI2) Location 4 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.intrinsics.f1632.frag.out b/Test/baseResults/hlsl.intrinsics.f1632.frag.out index 8adf5620..65db73ab 100644 --- a/Test/baseResults/hlsl.intrinsics.f1632.frag.out +++ b/Test/baseResults/hlsl.intrinsics.f1632.frag.out @@ -51,11 +51,11 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:35 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:29 Function Parameters: -0:29 'inF0' (in 4-component vector of float) +0:29 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:30 ERROR: Bad unary op (global 4-component vector of uint) -0:30 'inF0' (in 4-component vector of float) +0:30 'inF0' (layout(location=0 ) in 4-component vector of float) 0:32 Sequence 0:32 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -116,11 +116,11 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:35 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:29 Function Parameters: -0:29 'inF0' (in 4-component vector of float) +0:29 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:30 ERROR: Bad unary op (global 4-component vector of uint) -0:30 'inF0' (in 4-component vector of float) +0:30 'inF0' (layout(location=0 ) in 4-component vector of float) 0:32 Sequence 0:32 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.frag.out b/Test/baseResults/hlsl.intrinsics.frag.out index cc8be757..3f8cf120 100644 --- a/Test/baseResults/hlsl.intrinsics.frag.out +++ b/Test/baseResults/hlsl.intrinsics.frag.out @@ -1140,80 +1140,80 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:400 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) 0:260 Function Parameters: -0:260 'inF0' (in 4-component vector of float) -0:260 'inF1' (in 4-component vector of float) -0:260 'inF2' (in 4-component vector of float) -0:260 'inU0' (in 4-component vector of uint) -0:260 'inU1' (in 4-component vector of uint) +0:260 'inF0' (layout(location=0 ) in 4-component vector of float) +0:260 'inF1' (layout(location=1 ) in 4-component vector of float) +0:260 'inF2' (layout(location=2 ) in 4-component vector of float) +0:260 'inU0' (layout(location=3 ) in 4-component vector of uint) +0:260 'inU1' (layout(location=4 ) in 4-component vector of uint) 0:? Sequence 0:263 Sequence 0:263 move second child to first child (temp bool) 0:263 'r000' (temp bool) 0:263 all (global bool) -0:263 'inF0' (in 4-component vector of float) +0:263 'inF0' (layout(location=0 ) in 4-component vector of float) 0:264 Sequence 0:264 move second child to first child (temp 4-component vector of float) 0:264 'r001' (temp 4-component vector of float) 0:264 Absolute value (global 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:264 'inF0' (layout(location=0 ) in 4-component vector of float) 0:265 Sequence 0:265 move second child to first child (temp 4-component vector of float) 0:265 'r002' (temp 4-component vector of float) 0:265 arc cosine (global 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) +0:265 'inF0' (layout(location=0 ) in 4-component vector of float) 0:266 Sequence 0:266 move second child to first child (temp bool) 0:266 'r003' (temp bool) 0:266 any (global bool) -0:266 'inF0' (in 4-component vector of float) +0:266 'inF0' (layout(location=0 ) in 4-component vector of float) 0:267 Sequence 0:267 move second child to first child (temp 4-component vector of float) 0:267 'r004' (temp 4-component vector of float) 0:267 arc sine (global 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) +0:267 'inF0' (layout(location=0 ) in 4-component vector of float) 0:268 Sequence 0:268 move second child to first child (temp 4-component vector of int) 0:268 'r005' (temp 4-component vector of int) 0:268 floatBitsToInt (global 4-component vector of int) -0:268 'inF0' (in 4-component vector of float) +0:268 'inF0' (layout(location=0 ) in 4-component vector of float) 0:269 Sequence 0:269 move second child to first child (temp 4-component vector of uint) 0:269 'r006' (temp 4-component vector of uint) 0:269 floatBitsToUint (global 4-component vector of uint) -0:269 'inF0' (in 4-component vector of float) +0:269 'inF0' (layout(location=0 ) in 4-component vector of float) 0:270 Sequence 0:270 move second child to first child (temp 4-component vector of float) 0:270 'r007' (temp 4-component vector of float) 0:270 intBitsToFloat (global 4-component vector of float) -0:270 'inU0' (in 4-component vector of uint) +0:270 'inU0' (layout(location=3 ) in 4-component vector of uint) 0:272 Sequence 0:272 move second child to first child (temp 4-component vector of float) 0:272 'r009' (temp 4-component vector of float) 0:272 arc tangent (global 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) +0:272 'inF0' (layout(location=0 ) in 4-component vector of float) 0:273 Sequence 0:273 move second child to first child (temp 4-component vector of float) 0:273 'r010' (temp 4-component vector of float) 0:273 arc tangent (global 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:273 'inF1' (in 4-component vector of float) +0:273 'inF0' (layout(location=0 ) in 4-component vector of float) +0:273 'inF1' (layout(location=1 ) in 4-component vector of float) 0:274 Sequence 0:274 move second child to first child (temp 4-component vector of float) 0:274 'r011' (temp 4-component vector of float) 0:274 Ceiling (global 4-component vector of float) -0:274 'inF0' (in 4-component vector of float) +0:274 'inF0' (layout(location=0 ) in 4-component vector of float) 0:275 Sequence 0:275 move second child to first child (temp 4-component vector of float) 0:275 'r012' (temp 4-component vector of float) 0:275 clamp (global 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) -0:275 'inF1' (in 4-component vector of float) -0:275 'inF2' (in 4-component vector of float) +0:275 'inF0' (layout(location=0 ) in 4-component vector of float) +0:275 'inF1' (layout(location=1 ) in 4-component vector of float) +0:275 'inF2' (layout(location=2 ) in 4-component vector of float) 0:276 Test condition and select (temp void) 0:276 Condition 0:276 any (temp bool) 0:276 Compare Less Than (temp 4-component vector of bool) -0:276 'inF0' (in 4-component vector of float) +0:276 'inF0' (layout(location=0 ) in 4-component vector of float) 0:276 Constant: 0:276 0.000000 0:276 0.000000 @@ -1225,12 +1225,12 @@ gl_FragCoord origin is upper left 0:277 move second child to first child (temp 4-component vector of float) 0:277 'r013' (temp 4-component vector of float) 0:277 cosine (global 4-component vector of float) -0:277 'inF0' (in 4-component vector of float) +0:277 'inF0' (layout(location=0 ) in 4-component vector of float) 0:278 Sequence 0:278 move second child to first child (temp 4-component vector of float) 0:278 'r014' (temp 4-component vector of float) 0:278 hyp. cosine (global 4-component vector of float) -0:278 'inF0' (in 4-component vector of float) +0:278 'inF0' (layout(location=0 ) in 4-component vector of float) 0:279 Sequence 0:279 move second child to first child (temp 4-component vector of uint) 0:279 'r015' (temp 4-component vector of uint) @@ -1244,49 +1244,49 @@ gl_FragCoord origin is upper left 0:280 move second child to first child (temp 4-component vector of float) 0:280 'r016' (temp 4-component vector of float) 0:280 dPdx (global 4-component vector of float) -0:280 'inF0' (in 4-component vector of float) +0:280 'inF0' (layout(location=0 ) in 4-component vector of float) 0:281 Sequence 0:281 move second child to first child (temp 4-component vector of float) 0:281 'r017' (temp 4-component vector of float) 0:281 dPdxCoarse (global 4-component vector of float) -0:281 'inF0' (in 4-component vector of float) +0:281 'inF0' (layout(location=0 ) in 4-component vector of float) 0:282 Sequence 0:282 move second child to first child (temp 4-component vector of float) 0:282 'r018' (temp 4-component vector of float) 0:282 dPdxFine (global 4-component vector of float) -0:282 'inF0' (in 4-component vector of float) +0:282 'inF0' (layout(location=0 ) in 4-component vector of float) 0:283 Sequence 0:283 move second child to first child (temp 4-component vector of float) 0:283 'r019' (temp 4-component vector of float) 0:283 dPdy (global 4-component vector of float) -0:283 'inF0' (in 4-component vector of float) +0:283 'inF0' (layout(location=0 ) in 4-component vector of float) 0:284 Sequence 0:284 move second child to first child (temp 4-component vector of float) 0:284 'r020' (temp 4-component vector of float) 0:284 dPdyCoarse (global 4-component vector of float) -0:284 'inF0' (in 4-component vector of float) +0:284 'inF0' (layout(location=0 ) in 4-component vector of float) 0:285 Sequence 0:285 move second child to first child (temp 4-component vector of float) 0:285 'r021' (temp 4-component vector of float) 0:285 dPdyFine (global 4-component vector of float) -0:285 'inF0' (in 4-component vector of float) +0:285 'inF0' (layout(location=0 ) in 4-component vector of float) 0:286 Sequence 0:286 move second child to first child (temp 4-component vector of float) 0:286 'r022' (temp 4-component vector of float) 0:286 degrees (global 4-component vector of float) -0:286 'inF0' (in 4-component vector of float) +0:286 'inF0' (layout(location=0 ) in 4-component vector of float) 0:287 Sequence 0:287 move second child to first child (temp float) 0:287 'r023' (temp float) 0:287 distance (global float) -0:287 'inF0' (in 4-component vector of float) -0:287 'inF1' (in 4-component vector of float) +0:287 'inF0' (layout(location=0 ) in 4-component vector of float) +0:287 'inF1' (layout(location=1 ) in 4-component vector of float) 0:288 Sequence 0:288 move second child to first child (temp float) 0:288 'r024' (temp float) 0:288 dot-product (global float) -0:288 'inF0' (in 4-component vector of float) -0:288 'inF1' (in 4-component vector of float) +0:288 'inF0' (layout(location=0 ) in 4-component vector of float) +0:288 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Sequence 0:289 move second child to first child (temp 4-component vector of float) 0:289 'r025' (temp 4-component vector of float) @@ -1295,38 +1295,38 @@ gl_FragCoord origin is upper left 0:289 1.000000 0:289 component-wise multiply (temp float) 0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 'inF0' (layout(location=0 ) in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) 0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) 0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 'inF0' (layout(location=0 ) in 4-component vector of float) 0:289 Constant: 0:289 2 (const int) 0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Constant: 0:289 3 (const int) 0:293 Sequence 0:293 move second child to first child (temp 4-component vector of float) 0:293 'r029' (temp 4-component vector of float) 0:293 exp (global 4-component vector of float) -0:293 'inF0' (in 4-component vector of float) +0:293 'inF0' (layout(location=0 ) in 4-component vector of float) 0:294 Sequence 0:294 move second child to first child (temp 4-component vector of float) 0:294 'r030' (temp 4-component vector of float) 0:294 exp2 (global 4-component vector of float) -0:294 'inF0' (in 4-component vector of float) +0:294 'inF0' (layout(location=0 ) in 4-component vector of float) 0:295 Sequence 0:295 move second child to first child (temp 4-component vector of float) 0:295 'r031' (temp 4-component vector of float) 0:295 face-forward (global 4-component vector of float) -0:295 'inF0' (in 4-component vector of float) -0:295 'inF1' (in 4-component vector of float) -0:295 'inF2' (in 4-component vector of float) +0:295 'inF0' (layout(location=0 ) in 4-component vector of float) +0:295 'inF1' (layout(location=1 ) in 4-component vector of float) +0:295 'inF2' (layout(location=2 ) in 4-component vector of float) 0:296 Sequence 0:296 move second child to first child (temp 4-component vector of uint) 0:296 'r032' (temp 4-component vector of uint) @@ -1349,122 +1349,122 @@ gl_FragCoord origin is upper left 0:298 move second child to first child (temp 4-component vector of float) 0:298 'r034' (temp 4-component vector of float) 0:298 Floor (global 4-component vector of float) -0:298 'inF0' (in 4-component vector of float) +0:298 'inF0' (layout(location=0 ) in 4-component vector of float) 0:300 Sequence 0:300 move second child to first child (temp 4-component vector of float) 0:300 'r036' (temp 4-component vector of float) 0:300 mod (global 4-component vector of float) -0:300 'inF0' (in 4-component vector of float) -0:300 'inF1' (in 4-component vector of float) +0:300 'inF0' (layout(location=0 ) in 4-component vector of float) +0:300 'inF1' (layout(location=1 ) in 4-component vector of float) 0:301 Sequence 0:301 move second child to first child (temp 4-component vector of float) 0:301 'r037' (temp 4-component vector of float) 0:301 Fraction (global 4-component vector of float) -0:301 'inF0' (in 4-component vector of float) +0:301 'inF0' (layout(location=0 ) in 4-component vector of float) 0:302 Sequence 0:302 move second child to first child (temp 4-component vector of float) 0:302 'r038' (temp 4-component vector of float) 0:302 frexp (global 4-component vector of float) -0:302 'inF0' (in 4-component vector of float) -0:302 'inF1' (in 4-component vector of float) +0:302 'inF0' (layout(location=0 ) in 4-component vector of float) +0:302 'inF1' (layout(location=1 ) in 4-component vector of float) 0:303 Sequence 0:303 move second child to first child (temp 4-component vector of float) 0:303 'r039' (temp 4-component vector of float) 0:303 fwidth (global 4-component vector of float) -0:303 'inF0' (in 4-component vector of float) +0:303 'inF0' (layout(location=0 ) in 4-component vector of float) 0:304 Sequence 0:304 move second child to first child (temp 4-component vector of bool) 0:304 'r040' (temp 4-component vector of bool) 0:304 isinf (global 4-component vector of bool) -0:304 'inF0' (in 4-component vector of float) +0:304 'inF0' (layout(location=0 ) in 4-component vector of float) 0:305 Sequence 0:305 move second child to first child (temp 4-component vector of bool) 0:305 'r041' (temp 4-component vector of bool) 0:305 isnan (global 4-component vector of bool) -0:305 'inF0' (in 4-component vector of float) +0:305 'inF0' (layout(location=0 ) in 4-component vector of float) 0:306 Sequence 0:306 move second child to first child (temp 4-component vector of float) 0:306 'r042' (temp 4-component vector of float) 0:306 ldexp (global 4-component vector of float) -0:306 'inF0' (in 4-component vector of float) -0:306 'inF1' (in 4-component vector of float) +0:306 'inF0' (layout(location=0 ) in 4-component vector of float) +0:306 'inF1' (layout(location=1 ) in 4-component vector of float) 0:307 Sequence 0:307 move second child to first child (temp 4-component vector of float) 0:307 'r039a' (temp 4-component vector of float) 0:307 mix (global 4-component vector of float) -0:307 'inF0' (in 4-component vector of float) -0:307 'inF1' (in 4-component vector of float) -0:307 'inF2' (in 4-component vector of float) +0:307 'inF0' (layout(location=0 ) in 4-component vector of float) +0:307 'inF1' (layout(location=1 ) in 4-component vector of float) +0:307 'inF2' (layout(location=2 ) in 4-component vector of float) 0:308 Sequence 0:308 move second child to first child (temp float) 0:308 'r043' (temp float) 0:308 length (global float) -0:308 'inF0' (in 4-component vector of float) +0:308 'inF0' (layout(location=0 ) in 4-component vector of float) 0:309 Sequence 0:309 move second child to first child (temp 4-component vector of float) 0:309 'r044' (temp 4-component vector of float) 0:309 log (global 4-component vector of float) -0:309 'inF0' (in 4-component vector of float) +0:309 'inF0' (layout(location=0 ) in 4-component vector of float) 0:310 Sequence 0:310 move second child to first child (temp 4-component vector of float) 0:310 'r045' (temp 4-component vector of float) 0:310 vector-scale (temp 4-component vector of float) 0:310 log2 (temp 4-component vector of float) -0:310 'inF0' (in 4-component vector of float) +0:310 'inF0' (layout(location=0 ) in 4-component vector of float) 0:310 Constant: 0:310 0.301030 0:311 Sequence 0:311 move second child to first child (temp 4-component vector of float) 0:311 'r046' (temp 4-component vector of float) 0:311 log2 (global 4-component vector of float) -0:311 'inF0' (in 4-component vector of float) +0:311 'inF0' (layout(location=0 ) in 4-component vector of float) 0:312 Sequence 0:312 move second child to first child (temp 4-component vector of float) 0:312 'r047' (temp 4-component vector of float) 0:312 max (global 4-component vector of float) -0:312 'inF0' (in 4-component vector of float) -0:312 'inF1' (in 4-component vector of float) +0:312 'inF0' (layout(location=0 ) in 4-component vector of float) +0:312 'inF1' (layout(location=1 ) in 4-component vector of float) 0:313 Sequence 0:313 move second child to first child (temp 4-component vector of float) 0:313 'r048' (temp 4-component vector of float) 0:313 min (global 4-component vector of float) -0:313 'inF0' (in 4-component vector of float) -0:313 'inF1' (in 4-component vector of float) +0:313 'inF0' (layout(location=0 ) in 4-component vector of float) +0:313 'inF1' (layout(location=1 ) in 4-component vector of float) 0:314 Sequence 0:314 move second child to first child (temp 4-component vector of float) 0:314 'r049' (temp 4-component vector of float) 0:314 normalize (global 4-component vector of float) -0:314 'inF0' (in 4-component vector of float) +0:314 'inF0' (layout(location=0 ) in 4-component vector of float) 0:315 Sequence 0:315 move second child to first child (temp 4-component vector of float) 0:315 'r050' (temp 4-component vector of float) 0:315 pow (global 4-component vector of float) -0:315 'inF0' (in 4-component vector of float) -0:315 'inF1' (in 4-component vector of float) +0:315 'inF0' (layout(location=0 ) in 4-component vector of float) +0:315 'inF1' (layout(location=1 ) in 4-component vector of float) 0:316 Sequence 0:316 move second child to first child (temp 4-component vector of float) 0:316 'r051' (temp 4-component vector of float) 0:316 radians (global 4-component vector of float) -0:316 'inF0' (in 4-component vector of float) +0:316 'inF0' (layout(location=0 ) in 4-component vector of float) 0:317 Sequence 0:317 move second child to first child (temp 4-component vector of float) 0:317 'r052' (temp 4-component vector of float) 0:317 divide (temp 4-component vector of float) 0:317 Constant: 0:317 1.000000 -0:317 'inF0' (in 4-component vector of float) +0:317 'inF0' (layout(location=0 ) in 4-component vector of float) 0:318 Sequence 0:318 move second child to first child (temp 4-component vector of float) 0:318 'r053' (temp 4-component vector of float) 0:318 reflect (global 4-component vector of float) -0:318 'inF0' (in 4-component vector of float) -0:318 'inF1' (in 4-component vector of float) +0:318 'inF0' (layout(location=0 ) in 4-component vector of float) +0:318 'inF1' (layout(location=1 ) in 4-component vector of float) 0:319 Sequence 0:319 move second child to first child (temp 4-component vector of float) 0:319 'r054' (temp 4-component vector of float) 0:319 refract (global 4-component vector of float) -0:319 'inF0' (in 4-component vector of float) -0:319 'inF1' (in 4-component vector of float) +0:319 'inF0' (layout(location=0 ) in 4-component vector of float) +0:319 'inF1' (layout(location=1 ) in 4-component vector of float) 0:319 Constant: 0:319 2.000000 0:320 Sequence @@ -1480,17 +1480,17 @@ gl_FragCoord origin is upper left 0:321 move second child to first child (temp 4-component vector of float) 0:321 'r056' (temp 4-component vector of float) 0:321 roundEven (global 4-component vector of float) -0:321 'inF0' (in 4-component vector of float) +0:321 'inF0' (layout(location=0 ) in 4-component vector of float) 0:322 Sequence 0:322 move second child to first child (temp 4-component vector of float) 0:322 'r057' (temp 4-component vector of float) 0:322 inverse sqrt (global 4-component vector of float) -0:322 'inF0' (in 4-component vector of float) +0:322 'inF0' (layout(location=0 ) in 4-component vector of float) 0:323 Sequence 0:323 move second child to first child (temp 4-component vector of float) 0:323 'r058' (temp 4-component vector of float) 0:323 clamp (temp 4-component vector of float) -0:323 'inF0' (in 4-component vector of float) +0:323 'inF0' (layout(location=0 ) in 4-component vector of float) 0:323 Constant: 0:323 0.000000 0:323 Constant: @@ -1499,59 +1499,59 @@ gl_FragCoord origin is upper left 0:324 move second child to first child (temp 4-component vector of float) 0:324 'r059' (temp 4-component vector of float) 0:324 Sign (global 4-component vector of float) -0:324 'inF0' (in 4-component vector of float) +0:324 'inF0' (layout(location=0 ) in 4-component vector of float) 0:325 Sequence 0:325 move second child to first child (temp 4-component vector of float) 0:325 'r060' (temp 4-component vector of float) 0:325 sine (global 4-component vector of float) -0:325 'inF0' (in 4-component vector of float) +0:325 'inF0' (layout(location=0 ) in 4-component vector of float) 0:326 Sequence 0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF1' (in 4-component vector of float) +0:326 'inF1' (layout(location=1 ) in 4-component vector of float) 0:326 sine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 'inF0' (layout(location=0 ) in 4-component vector of float) 0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF2' (in 4-component vector of float) +0:326 'inF2' (layout(location=2 ) in 4-component vector of float) 0:326 cosine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 'inF0' (layout(location=0 ) in 4-component vector of float) 0:327 Sequence 0:327 move second child to first child (temp 4-component vector of float) 0:327 'r061' (temp 4-component vector of float) 0:327 hyp. sine (global 4-component vector of float) -0:327 'inF0' (in 4-component vector of float) +0:327 'inF0' (layout(location=0 ) in 4-component vector of float) 0:328 Sequence 0:328 move second child to first child (temp 4-component vector of float) 0:328 'r062' (temp 4-component vector of float) 0:328 smoothstep (global 4-component vector of float) -0:328 'inF0' (in 4-component vector of float) -0:328 'inF1' (in 4-component vector of float) -0:328 'inF2' (in 4-component vector of float) +0:328 'inF0' (layout(location=0 ) in 4-component vector of float) +0:328 'inF1' (layout(location=1 ) in 4-component vector of float) +0:328 'inF2' (layout(location=2 ) in 4-component vector of float) 0:329 Sequence 0:329 move second child to first child (temp 4-component vector of float) 0:329 'r063' (temp 4-component vector of float) 0:329 sqrt (global 4-component vector of float) -0:329 'inF0' (in 4-component vector of float) +0:329 'inF0' (layout(location=0 ) in 4-component vector of float) 0:330 Sequence 0:330 move second child to first child (temp 4-component vector of float) 0:330 'r064' (temp 4-component vector of float) 0:330 step (global 4-component vector of float) -0:330 'inF0' (in 4-component vector of float) -0:330 'inF1' (in 4-component vector of float) +0:330 'inF0' (layout(location=0 ) in 4-component vector of float) +0:330 'inF1' (layout(location=1 ) in 4-component vector of float) 0:331 Sequence 0:331 move second child to first child (temp 4-component vector of float) 0:331 'r065' (temp 4-component vector of float) 0:331 tangent (global 4-component vector of float) -0:331 'inF0' (in 4-component vector of float) +0:331 'inF0' (layout(location=0 ) in 4-component vector of float) 0:332 Sequence 0:332 move second child to first child (temp 4-component vector of float) 0:332 'r066' (temp 4-component vector of float) 0:332 hyp. tangent (global 4-component vector of float) -0:332 'inF0' (in 4-component vector of float) +0:332 'inF0' (layout(location=0 ) in 4-component vector of float) 0:334 Sequence 0:334 move second child to first child (temp 4-component vector of float) 0:334 'r067' (temp 4-component vector of float) 0:334 trunc (global 4-component vector of float) -0:334 'inF0' (in 4-component vector of float) +0:334 'inF0' (layout(location=0 ) in 4-component vector of float) 0:337 Sequence 0:337 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -3921,80 +3921,80 @@ gl_FragCoord origin is upper left 0:? 3.000000 0:400 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float) 0:260 Function Parameters: -0:260 'inF0' (in 4-component vector of float) -0:260 'inF1' (in 4-component vector of float) -0:260 'inF2' (in 4-component vector of float) -0:260 'inU0' (in 4-component vector of uint) -0:260 'inU1' (in 4-component vector of uint) +0:260 'inF0' (layout(location=0 ) in 4-component vector of float) +0:260 'inF1' (layout(location=1 ) in 4-component vector of float) +0:260 'inF2' (layout(location=2 ) in 4-component vector of float) +0:260 'inU0' (layout(location=3 ) in 4-component vector of uint) +0:260 'inU1' (layout(location=4 ) in 4-component vector of uint) 0:? Sequence 0:263 Sequence 0:263 move second child to first child (temp bool) 0:263 'r000' (temp bool) 0:263 all (global bool) -0:263 'inF0' (in 4-component vector of float) +0:263 'inF0' (layout(location=0 ) in 4-component vector of float) 0:264 Sequence 0:264 move second child to first child (temp 4-component vector of float) 0:264 'r001' (temp 4-component vector of float) 0:264 Absolute value (global 4-component vector of float) -0:264 'inF0' (in 4-component vector of float) +0:264 'inF0' (layout(location=0 ) in 4-component vector of float) 0:265 Sequence 0:265 move second child to first child (temp 4-component vector of float) 0:265 'r002' (temp 4-component vector of float) 0:265 arc cosine (global 4-component vector of float) -0:265 'inF0' (in 4-component vector of float) +0:265 'inF0' (layout(location=0 ) in 4-component vector of float) 0:266 Sequence 0:266 move second child to first child (temp bool) 0:266 'r003' (temp bool) 0:266 any (global bool) -0:266 'inF0' (in 4-component vector of float) +0:266 'inF0' (layout(location=0 ) in 4-component vector of float) 0:267 Sequence 0:267 move second child to first child (temp 4-component vector of float) 0:267 'r004' (temp 4-component vector of float) 0:267 arc sine (global 4-component vector of float) -0:267 'inF0' (in 4-component vector of float) +0:267 'inF0' (layout(location=0 ) in 4-component vector of float) 0:268 Sequence 0:268 move second child to first child (temp 4-component vector of int) 0:268 'r005' (temp 4-component vector of int) 0:268 floatBitsToInt (global 4-component vector of int) -0:268 'inF0' (in 4-component vector of float) +0:268 'inF0' (layout(location=0 ) in 4-component vector of float) 0:269 Sequence 0:269 move second child to first child (temp 4-component vector of uint) 0:269 'r006' (temp 4-component vector of uint) 0:269 floatBitsToUint (global 4-component vector of uint) -0:269 'inF0' (in 4-component vector of float) +0:269 'inF0' (layout(location=0 ) in 4-component vector of float) 0:270 Sequence 0:270 move second child to first child (temp 4-component vector of float) 0:270 'r007' (temp 4-component vector of float) 0:270 intBitsToFloat (global 4-component vector of float) -0:270 'inU0' (in 4-component vector of uint) +0:270 'inU0' (layout(location=3 ) in 4-component vector of uint) 0:272 Sequence 0:272 move second child to first child (temp 4-component vector of float) 0:272 'r009' (temp 4-component vector of float) 0:272 arc tangent (global 4-component vector of float) -0:272 'inF0' (in 4-component vector of float) +0:272 'inF0' (layout(location=0 ) in 4-component vector of float) 0:273 Sequence 0:273 move second child to first child (temp 4-component vector of float) 0:273 'r010' (temp 4-component vector of float) 0:273 arc tangent (global 4-component vector of float) -0:273 'inF0' (in 4-component vector of float) -0:273 'inF1' (in 4-component vector of float) +0:273 'inF0' (layout(location=0 ) in 4-component vector of float) +0:273 'inF1' (layout(location=1 ) in 4-component vector of float) 0:274 Sequence 0:274 move second child to first child (temp 4-component vector of float) 0:274 'r011' (temp 4-component vector of float) 0:274 Ceiling (global 4-component vector of float) -0:274 'inF0' (in 4-component vector of float) +0:274 'inF0' (layout(location=0 ) in 4-component vector of float) 0:275 Sequence 0:275 move second child to first child (temp 4-component vector of float) 0:275 'r012' (temp 4-component vector of float) 0:275 clamp (global 4-component vector of float) -0:275 'inF0' (in 4-component vector of float) -0:275 'inF1' (in 4-component vector of float) -0:275 'inF2' (in 4-component vector of float) +0:275 'inF0' (layout(location=0 ) in 4-component vector of float) +0:275 'inF1' (layout(location=1 ) in 4-component vector of float) +0:275 'inF2' (layout(location=2 ) in 4-component vector of float) 0:276 Test condition and select (temp void) 0:276 Condition 0:276 any (temp bool) 0:276 Compare Less Than (temp 4-component vector of bool) -0:276 'inF0' (in 4-component vector of float) +0:276 'inF0' (layout(location=0 ) in 4-component vector of float) 0:276 Constant: 0:276 0.000000 0:276 0.000000 @@ -4006,12 +4006,12 @@ gl_FragCoord origin is upper left 0:277 move second child to first child (temp 4-component vector of float) 0:277 'r013' (temp 4-component vector of float) 0:277 cosine (global 4-component vector of float) -0:277 'inF0' (in 4-component vector of float) +0:277 'inF0' (layout(location=0 ) in 4-component vector of float) 0:278 Sequence 0:278 move second child to first child (temp 4-component vector of float) 0:278 'r014' (temp 4-component vector of float) 0:278 hyp. cosine (global 4-component vector of float) -0:278 'inF0' (in 4-component vector of float) +0:278 'inF0' (layout(location=0 ) in 4-component vector of float) 0:279 Sequence 0:279 move second child to first child (temp 4-component vector of uint) 0:279 'r015' (temp 4-component vector of uint) @@ -4025,49 +4025,49 @@ gl_FragCoord origin is upper left 0:280 move second child to first child (temp 4-component vector of float) 0:280 'r016' (temp 4-component vector of float) 0:280 dPdx (global 4-component vector of float) -0:280 'inF0' (in 4-component vector of float) +0:280 'inF0' (layout(location=0 ) in 4-component vector of float) 0:281 Sequence 0:281 move second child to first child (temp 4-component vector of float) 0:281 'r017' (temp 4-component vector of float) 0:281 dPdxCoarse (global 4-component vector of float) -0:281 'inF0' (in 4-component vector of float) +0:281 'inF0' (layout(location=0 ) in 4-component vector of float) 0:282 Sequence 0:282 move second child to first child (temp 4-component vector of float) 0:282 'r018' (temp 4-component vector of float) 0:282 dPdxFine (global 4-component vector of float) -0:282 'inF0' (in 4-component vector of float) +0:282 'inF0' (layout(location=0 ) in 4-component vector of float) 0:283 Sequence 0:283 move second child to first child (temp 4-component vector of float) 0:283 'r019' (temp 4-component vector of float) 0:283 dPdy (global 4-component vector of float) -0:283 'inF0' (in 4-component vector of float) +0:283 'inF0' (layout(location=0 ) in 4-component vector of float) 0:284 Sequence 0:284 move second child to first child (temp 4-component vector of float) 0:284 'r020' (temp 4-component vector of float) 0:284 dPdyCoarse (global 4-component vector of float) -0:284 'inF0' (in 4-component vector of float) +0:284 'inF0' (layout(location=0 ) in 4-component vector of float) 0:285 Sequence 0:285 move second child to first child (temp 4-component vector of float) 0:285 'r021' (temp 4-component vector of float) 0:285 dPdyFine (global 4-component vector of float) -0:285 'inF0' (in 4-component vector of float) +0:285 'inF0' (layout(location=0 ) in 4-component vector of float) 0:286 Sequence 0:286 move second child to first child (temp 4-component vector of float) 0:286 'r022' (temp 4-component vector of float) 0:286 degrees (global 4-component vector of float) -0:286 'inF0' (in 4-component vector of float) +0:286 'inF0' (layout(location=0 ) in 4-component vector of float) 0:287 Sequence 0:287 move second child to first child (temp float) 0:287 'r023' (temp float) 0:287 distance (global float) -0:287 'inF0' (in 4-component vector of float) -0:287 'inF1' (in 4-component vector of float) +0:287 'inF0' (layout(location=0 ) in 4-component vector of float) +0:287 'inF1' (layout(location=1 ) in 4-component vector of float) 0:288 Sequence 0:288 move second child to first child (temp float) 0:288 'r024' (temp float) 0:288 dot-product (global float) -0:288 'inF0' (in 4-component vector of float) -0:288 'inF1' (in 4-component vector of float) +0:288 'inF0' (layout(location=0 ) in 4-component vector of float) +0:288 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Sequence 0:289 move second child to first child (temp 4-component vector of float) 0:289 'r025' (temp 4-component vector of float) @@ -4076,38 +4076,38 @@ gl_FragCoord origin is upper left 0:289 1.000000 0:289 component-wise multiply (temp float) 0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 'inF0' (layout(location=0 ) in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) 0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Constant: 0:289 1 (const int) 0:289 direct index (temp float) -0:289 'inF0' (in 4-component vector of float) +0:289 'inF0' (layout(location=0 ) in 4-component vector of float) 0:289 Constant: 0:289 2 (const int) 0:289 direct index (temp float) -0:289 'inF1' (in 4-component vector of float) +0:289 'inF1' (layout(location=1 ) in 4-component vector of float) 0:289 Constant: 0:289 3 (const int) 0:293 Sequence 0:293 move second child to first child (temp 4-component vector of float) 0:293 'r029' (temp 4-component vector of float) 0:293 exp (global 4-component vector of float) -0:293 'inF0' (in 4-component vector of float) +0:293 'inF0' (layout(location=0 ) in 4-component vector of float) 0:294 Sequence 0:294 move second child to first child (temp 4-component vector of float) 0:294 'r030' (temp 4-component vector of float) 0:294 exp2 (global 4-component vector of float) -0:294 'inF0' (in 4-component vector of float) +0:294 'inF0' (layout(location=0 ) in 4-component vector of float) 0:295 Sequence 0:295 move second child to first child (temp 4-component vector of float) 0:295 'r031' (temp 4-component vector of float) 0:295 face-forward (global 4-component vector of float) -0:295 'inF0' (in 4-component vector of float) -0:295 'inF1' (in 4-component vector of float) -0:295 'inF2' (in 4-component vector of float) +0:295 'inF0' (layout(location=0 ) in 4-component vector of float) +0:295 'inF1' (layout(location=1 ) in 4-component vector of float) +0:295 'inF2' (layout(location=2 ) in 4-component vector of float) 0:296 Sequence 0:296 move second child to first child (temp 4-component vector of uint) 0:296 'r032' (temp 4-component vector of uint) @@ -4130,122 +4130,122 @@ gl_FragCoord origin is upper left 0:298 move second child to first child (temp 4-component vector of float) 0:298 'r034' (temp 4-component vector of float) 0:298 Floor (global 4-component vector of float) -0:298 'inF0' (in 4-component vector of float) +0:298 'inF0' (layout(location=0 ) in 4-component vector of float) 0:300 Sequence 0:300 move second child to first child (temp 4-component vector of float) 0:300 'r036' (temp 4-component vector of float) 0:300 mod (global 4-component vector of float) -0:300 'inF0' (in 4-component vector of float) -0:300 'inF1' (in 4-component vector of float) +0:300 'inF0' (layout(location=0 ) in 4-component vector of float) +0:300 'inF1' (layout(location=1 ) in 4-component vector of float) 0:301 Sequence 0:301 move second child to first child (temp 4-component vector of float) 0:301 'r037' (temp 4-component vector of float) 0:301 Fraction (global 4-component vector of float) -0:301 'inF0' (in 4-component vector of float) +0:301 'inF0' (layout(location=0 ) in 4-component vector of float) 0:302 Sequence 0:302 move second child to first child (temp 4-component vector of float) 0:302 'r038' (temp 4-component vector of float) 0:302 frexp (global 4-component vector of float) -0:302 'inF0' (in 4-component vector of float) -0:302 'inF1' (in 4-component vector of float) +0:302 'inF0' (layout(location=0 ) in 4-component vector of float) +0:302 'inF1' (layout(location=1 ) in 4-component vector of float) 0:303 Sequence 0:303 move second child to first child (temp 4-component vector of float) 0:303 'r039' (temp 4-component vector of float) 0:303 fwidth (global 4-component vector of float) -0:303 'inF0' (in 4-component vector of float) +0:303 'inF0' (layout(location=0 ) in 4-component vector of float) 0:304 Sequence 0:304 move second child to first child (temp 4-component vector of bool) 0:304 'r040' (temp 4-component vector of bool) 0:304 isinf (global 4-component vector of bool) -0:304 'inF0' (in 4-component vector of float) +0:304 'inF0' (layout(location=0 ) in 4-component vector of float) 0:305 Sequence 0:305 move second child to first child (temp 4-component vector of bool) 0:305 'r041' (temp 4-component vector of bool) 0:305 isnan (global 4-component vector of bool) -0:305 'inF0' (in 4-component vector of float) +0:305 'inF0' (layout(location=0 ) in 4-component vector of float) 0:306 Sequence 0:306 move second child to first child (temp 4-component vector of float) 0:306 'r042' (temp 4-component vector of float) 0:306 ldexp (global 4-component vector of float) -0:306 'inF0' (in 4-component vector of float) -0:306 'inF1' (in 4-component vector of float) +0:306 'inF0' (layout(location=0 ) in 4-component vector of float) +0:306 'inF1' (layout(location=1 ) in 4-component vector of float) 0:307 Sequence 0:307 move second child to first child (temp 4-component vector of float) 0:307 'r039a' (temp 4-component vector of float) 0:307 mix (global 4-component vector of float) -0:307 'inF0' (in 4-component vector of float) -0:307 'inF1' (in 4-component vector of float) -0:307 'inF2' (in 4-component vector of float) +0:307 'inF0' (layout(location=0 ) in 4-component vector of float) +0:307 'inF1' (layout(location=1 ) in 4-component vector of float) +0:307 'inF2' (layout(location=2 ) in 4-component vector of float) 0:308 Sequence 0:308 move second child to first child (temp float) 0:308 'r043' (temp float) 0:308 length (global float) -0:308 'inF0' (in 4-component vector of float) +0:308 'inF0' (layout(location=0 ) in 4-component vector of float) 0:309 Sequence 0:309 move second child to first child (temp 4-component vector of float) 0:309 'r044' (temp 4-component vector of float) 0:309 log (global 4-component vector of float) -0:309 'inF0' (in 4-component vector of float) +0:309 'inF0' (layout(location=0 ) in 4-component vector of float) 0:310 Sequence 0:310 move second child to first child (temp 4-component vector of float) 0:310 'r045' (temp 4-component vector of float) 0:310 vector-scale (temp 4-component vector of float) 0:310 log2 (temp 4-component vector of float) -0:310 'inF0' (in 4-component vector of float) +0:310 'inF0' (layout(location=0 ) in 4-component vector of float) 0:310 Constant: 0:310 0.301030 0:311 Sequence 0:311 move second child to first child (temp 4-component vector of float) 0:311 'r046' (temp 4-component vector of float) 0:311 log2 (global 4-component vector of float) -0:311 'inF0' (in 4-component vector of float) +0:311 'inF0' (layout(location=0 ) in 4-component vector of float) 0:312 Sequence 0:312 move second child to first child (temp 4-component vector of float) 0:312 'r047' (temp 4-component vector of float) 0:312 max (global 4-component vector of float) -0:312 'inF0' (in 4-component vector of float) -0:312 'inF1' (in 4-component vector of float) +0:312 'inF0' (layout(location=0 ) in 4-component vector of float) +0:312 'inF1' (layout(location=1 ) in 4-component vector of float) 0:313 Sequence 0:313 move second child to first child (temp 4-component vector of float) 0:313 'r048' (temp 4-component vector of float) 0:313 min (global 4-component vector of float) -0:313 'inF0' (in 4-component vector of float) -0:313 'inF1' (in 4-component vector of float) +0:313 'inF0' (layout(location=0 ) in 4-component vector of float) +0:313 'inF1' (layout(location=1 ) in 4-component vector of float) 0:314 Sequence 0:314 move second child to first child (temp 4-component vector of float) 0:314 'r049' (temp 4-component vector of float) 0:314 normalize (global 4-component vector of float) -0:314 'inF0' (in 4-component vector of float) +0:314 'inF0' (layout(location=0 ) in 4-component vector of float) 0:315 Sequence 0:315 move second child to first child (temp 4-component vector of float) 0:315 'r050' (temp 4-component vector of float) 0:315 pow (global 4-component vector of float) -0:315 'inF0' (in 4-component vector of float) -0:315 'inF1' (in 4-component vector of float) +0:315 'inF0' (layout(location=0 ) in 4-component vector of float) +0:315 'inF1' (layout(location=1 ) in 4-component vector of float) 0:316 Sequence 0:316 move second child to first child (temp 4-component vector of float) 0:316 'r051' (temp 4-component vector of float) 0:316 radians (global 4-component vector of float) -0:316 'inF0' (in 4-component vector of float) +0:316 'inF0' (layout(location=0 ) in 4-component vector of float) 0:317 Sequence 0:317 move second child to first child (temp 4-component vector of float) 0:317 'r052' (temp 4-component vector of float) 0:317 divide (temp 4-component vector of float) 0:317 Constant: 0:317 1.000000 -0:317 'inF0' (in 4-component vector of float) +0:317 'inF0' (layout(location=0 ) in 4-component vector of float) 0:318 Sequence 0:318 move second child to first child (temp 4-component vector of float) 0:318 'r053' (temp 4-component vector of float) 0:318 reflect (global 4-component vector of float) -0:318 'inF0' (in 4-component vector of float) -0:318 'inF1' (in 4-component vector of float) +0:318 'inF0' (layout(location=0 ) in 4-component vector of float) +0:318 'inF1' (layout(location=1 ) in 4-component vector of float) 0:319 Sequence 0:319 move second child to first child (temp 4-component vector of float) 0:319 'r054' (temp 4-component vector of float) 0:319 refract (global 4-component vector of float) -0:319 'inF0' (in 4-component vector of float) -0:319 'inF1' (in 4-component vector of float) +0:319 'inF0' (layout(location=0 ) in 4-component vector of float) +0:319 'inF1' (layout(location=1 ) in 4-component vector of float) 0:319 Constant: 0:319 2.000000 0:320 Sequence @@ -4261,17 +4261,17 @@ gl_FragCoord origin is upper left 0:321 move second child to first child (temp 4-component vector of float) 0:321 'r056' (temp 4-component vector of float) 0:321 roundEven (global 4-component vector of float) -0:321 'inF0' (in 4-component vector of float) +0:321 'inF0' (layout(location=0 ) in 4-component vector of float) 0:322 Sequence 0:322 move second child to first child (temp 4-component vector of float) 0:322 'r057' (temp 4-component vector of float) 0:322 inverse sqrt (global 4-component vector of float) -0:322 'inF0' (in 4-component vector of float) +0:322 'inF0' (layout(location=0 ) in 4-component vector of float) 0:323 Sequence 0:323 move second child to first child (temp 4-component vector of float) 0:323 'r058' (temp 4-component vector of float) 0:323 clamp (temp 4-component vector of float) -0:323 'inF0' (in 4-component vector of float) +0:323 'inF0' (layout(location=0 ) in 4-component vector of float) 0:323 Constant: 0:323 0.000000 0:323 Constant: @@ -4280,59 +4280,59 @@ gl_FragCoord origin is upper left 0:324 move second child to first child (temp 4-component vector of float) 0:324 'r059' (temp 4-component vector of float) 0:324 Sign (global 4-component vector of float) -0:324 'inF0' (in 4-component vector of float) +0:324 'inF0' (layout(location=0 ) in 4-component vector of float) 0:325 Sequence 0:325 move second child to first child (temp 4-component vector of float) 0:325 'r060' (temp 4-component vector of float) 0:325 sine (global 4-component vector of float) -0:325 'inF0' (in 4-component vector of float) +0:325 'inF0' (layout(location=0 ) in 4-component vector of float) 0:326 Sequence 0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF1' (in 4-component vector of float) +0:326 'inF1' (layout(location=1 ) in 4-component vector of float) 0:326 sine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 'inF0' (layout(location=0 ) in 4-component vector of float) 0:326 move second child to first child (temp 4-component vector of float) -0:326 'inF2' (in 4-component vector of float) +0:326 'inF2' (layout(location=2 ) in 4-component vector of float) 0:326 cosine (temp 4-component vector of float) -0:326 'inF0' (in 4-component vector of float) +0:326 'inF0' (layout(location=0 ) in 4-component vector of float) 0:327 Sequence 0:327 move second child to first child (temp 4-component vector of float) 0:327 'r061' (temp 4-component vector of float) 0:327 hyp. sine (global 4-component vector of float) -0:327 'inF0' (in 4-component vector of float) +0:327 'inF0' (layout(location=0 ) in 4-component vector of float) 0:328 Sequence 0:328 move second child to first child (temp 4-component vector of float) 0:328 'r062' (temp 4-component vector of float) 0:328 smoothstep (global 4-component vector of float) -0:328 'inF0' (in 4-component vector of float) -0:328 'inF1' (in 4-component vector of float) -0:328 'inF2' (in 4-component vector of float) +0:328 'inF0' (layout(location=0 ) in 4-component vector of float) +0:328 'inF1' (layout(location=1 ) in 4-component vector of float) +0:328 'inF2' (layout(location=2 ) in 4-component vector of float) 0:329 Sequence 0:329 move second child to first child (temp 4-component vector of float) 0:329 'r063' (temp 4-component vector of float) 0:329 sqrt (global 4-component vector of float) -0:329 'inF0' (in 4-component vector of float) +0:329 'inF0' (layout(location=0 ) in 4-component vector of float) 0:330 Sequence 0:330 move second child to first child (temp 4-component vector of float) 0:330 'r064' (temp 4-component vector of float) 0:330 step (global 4-component vector of float) -0:330 'inF0' (in 4-component vector of float) -0:330 'inF1' (in 4-component vector of float) +0:330 'inF0' (layout(location=0 ) in 4-component vector of float) +0:330 'inF1' (layout(location=1 ) in 4-component vector of float) 0:331 Sequence 0:331 move second child to first child (temp 4-component vector of float) 0:331 'r065' (temp 4-component vector of float) 0:331 tangent (global 4-component vector of float) -0:331 'inF0' (in 4-component vector of float) +0:331 'inF0' (layout(location=0 ) in 4-component vector of float) 0:332 Sequence 0:332 move second child to first child (temp 4-component vector of float) 0:332 'r066' (temp 4-component vector of float) 0:332 hyp. tangent (global 4-component vector of float) -0:332 'inF0' (in 4-component vector of float) +0:332 'inF0' (layout(location=0 ) in 4-component vector of float) 0:334 Sequence 0:334 move second child to first child (temp 4-component vector of float) 0:334 'r067' (temp 4-component vector of float) 0:334 trunc (global 4-component vector of float) -0:334 'inF0' (in 4-component vector of float) +0:334 'inF0' (layout(location=0 ) in 4-component vector of float) 0:337 Sequence 0:337 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) @@ -6087,6 +6087,10 @@ gl_FragCoord origin is upper left Name 1811 "gs_ua4" Name 1812 "gs_ub4" Name 1813 "gs_uc4" + Decorate 810(inF0) Location 0 + Decorate 837(inU0) Location 3 + Decorate 845(inF1) Location 1 + Decorate 854(inF2) Location 2 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.intrinsics.lit.frag.out b/Test/baseResults/hlsl.intrinsics.lit.frag.out index c5647631..12e5919f 100644 --- a/Test/baseResults/hlsl.intrinsics.lit.frag.out +++ b/Test/baseResults/hlsl.intrinsics.lit.frag.out @@ -4,9 +4,9 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(f1;f1;f1; (global void) 0:2 Function Parameters: -0:2 'n_dot_l' (in float) -0:2 'n_dot_h' (in float) -0:2 'm' (in float) +0:2 'n_dot_l' (layout(location=0 ) in float) +0:2 'n_dot_h' (layout(location=1 ) in float) +0:2 'm' (layout(location=2 ) in float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) @@ -15,15 +15,15 @@ gl_FragCoord origin is upper left 0:3 Constant: 0:3 1.000000 0:3 max (temp float) -0:3 'n_dot_l' (in float) +0:3 'n_dot_l' (layout(location=0 ) in float) 0:3 Constant: 0:3 0.000000 0:3 Test condition and select (temp float) 0:3 Condition 0:3 Compare Less Than (temp bool) 0:3 min (temp float) -0:3 'n_dot_l' (in float) -0:3 'n_dot_h' (in float) +0:3 'n_dot_l' (layout(location=0 ) in float) +0:3 'n_dot_h' (layout(location=1 ) in float) 0:3 Constant: 0:3 0.000000 0:3 true case @@ -31,8 +31,8 @@ gl_FragCoord origin is upper left 0:3 0.000000 0:3 false case 0:3 component-wise multiply (temp float) -0:3 'n_dot_h' (in float) -0:3 'm' (in float) +0:3 'n_dot_h' (layout(location=1 ) in float) +0:3 'm' (layout(location=2 ) in float) 0:3 Constant: 0:3 1.000000 0:? Linker Objects @@ -46,9 +46,9 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(f1;f1;f1; (global void) 0:2 Function Parameters: -0:2 'n_dot_l' (in float) -0:2 'n_dot_h' (in float) -0:2 'm' (in float) +0:2 'n_dot_l' (layout(location=0 ) in float) +0:2 'n_dot_h' (layout(location=1 ) in float) +0:2 'm' (layout(location=2 ) in float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) @@ -57,15 +57,15 @@ gl_FragCoord origin is upper left 0:3 Constant: 0:3 1.000000 0:3 max (temp float) -0:3 'n_dot_l' (in float) +0:3 'n_dot_l' (layout(location=0 ) in float) 0:3 Constant: 0:3 0.000000 0:3 Test condition and select (temp float) 0:3 Condition 0:3 Compare Less Than (temp bool) 0:3 min (temp float) -0:3 'n_dot_l' (in float) -0:3 'n_dot_h' (in float) +0:3 'n_dot_l' (layout(location=0 ) in float) +0:3 'n_dot_h' (layout(location=1 ) in float) 0:3 Constant: 0:3 0.000000 0:3 true case @@ -73,8 +73,8 @@ gl_FragCoord origin is upper left 0:3 0.000000 0:3 false case 0:3 component-wise multiply (temp float) -0:3 'n_dot_h' (in float) -0:3 'm' (in float) +0:3 'n_dot_h' (layout(location=1 ) in float) +0:3 'm' (layout(location=2 ) in float) 0:3 Constant: 0:3 1.000000 0:? Linker Objects @@ -93,6 +93,9 @@ gl_FragCoord origin is upper left Name 12 "n_dot_l" Name 19 "n_dot_h" Name 28 "m" + Decorate 12(n_dot_l) Location 0 + Decorate 19(n_dot_h) Location 1 + Decorate 28(m) Location 2 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.intrinsics.negative.comp.out b/Test/baseResults/hlsl.intrinsics.negative.comp.out index 25788000..9641513d 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.comp.out +++ b/Test/baseResults/hlsl.intrinsics.negative.comp.out @@ -47,10 +47,10 @@ local_size = (1, 1, 1) 0:? 3.000000 0:202 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:158 Function Parameters: -0:158 'inF0' (in 4-component vector of float) -0:158 'inF1' (in 4-component vector of float) -0:158 'inF2' (in 4-component vector of float) -0:158 'inI0' (in 4-component vector of int) +0:158 'inF0' (layout(location=0 ) in 4-component vector of float) +0:158 'inF1' (layout(location=1 ) in 4-component vector of float) +0:158 'inF2' (layout(location=2 ) in 4-component vector of float) +0:158 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:199 Sequence 0:199 move second child to first child (temp 4-component vector of float) @@ -115,10 +115,10 @@ local_size = (1, 1, 1) 0:? 3.000000 0:202 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:158 Function Parameters: -0:158 'inF0' (in 4-component vector of float) -0:158 'inF1' (in 4-component vector of float) -0:158 'inF2' (in 4-component vector of float) -0:158 'inI0' (in 4-component vector of int) +0:158 'inF0' (layout(location=0 ) in 4-component vector of float) +0:158 'inF1' (layout(location=1 ) in 4-component vector of float) +0:158 'inF2' (layout(location=2 ) in 4-component vector of float) +0:158 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:199 Sequence 0:199 move second child to first child (temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.intrinsics.negative.frag.out b/Test/baseResults/hlsl.intrinsics.negative.frag.out index 1227daed..e6ab9472 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.frag.out +++ b/Test/baseResults/hlsl.intrinsics.negative.frag.out @@ -235,36 +235,36 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:114 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:80 Function Parameters: -0:80 'inF0' (in 4-component vector of float) -0:80 'inF1' (in 4-component vector of float) -0:80 'inF2' (in 4-component vector of float) -0:80 'inI0' (in 4-component vector of int) +0:80 'inF0' (layout(location=0 ) in 4-component vector of float) +0:80 'inF1' (layout(location=1 ) in 4-component vector of float) +0:80 'inF2' (layout(location=2 ) in 4-component vector of float) +0:80 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 0:82 bitCount (global 4-component vector of uint) 0:82 Convert float to uint (temp 4-component vector of uint) -0:82 'inF0' (in 4-component vector of float) +0:82 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 cross-product (global 3-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF0' (in 4-component vector of float) +0:83 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF1' (in 4-component vector of float) +0:83 'inF1' (layout(location=1 ) in 4-component vector of float) 0:84 Constant: 0:84 0.000000 0:85 ERROR: Bad unary op (global 4-component vector of float) 0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 'inF0' (layout(location=0 ) in 4-component vector of float) 0:86 findMSB (global 4-component vector of uint) 0:86 Convert float to uint (temp 4-component vector of uint) -0:86 'inF0' (in 4-component vector of float) +0:86 'inF0' (layout(location=0 ) in 4-component vector of float) 0:87 findLSB (global 4-component vector of uint) 0:87 Convert float to uint (temp 4-component vector of uint) -0:87 'inF0' (in 4-component vector of float) +0:87 'inF0' (layout(location=0 ) in 4-component vector of float) 0:89 bitFieldReverse (global 4-component vector of uint) 0:89 Convert float to uint (temp 4-component vector of uint) -0:89 'inF0' (in 4-component vector of float) +0:89 'inF0' (layout(location=0 ) in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Sequence @@ -586,36 +586,36 @@ ERROR: node is still EOpNull! 0:? 3.000000 0:114 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:80 Function Parameters: -0:80 'inF0' (in 4-component vector of float) -0:80 'inF1' (in 4-component vector of float) -0:80 'inF2' (in 4-component vector of float) -0:80 'inI0' (in 4-component vector of int) +0:80 'inF0' (layout(location=0 ) in 4-component vector of float) +0:80 'inF1' (layout(location=1 ) in 4-component vector of float) +0:80 'inF2' (layout(location=2 ) in 4-component vector of float) +0:80 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 0:82 bitCount (global 4-component vector of uint) 0:82 Convert float to uint (temp 4-component vector of uint) -0:82 'inF0' (in 4-component vector of float) +0:82 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 cross-product (global 3-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF0' (in 4-component vector of float) +0:83 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) -0:83 'inF1' (in 4-component vector of float) +0:83 'inF1' (layout(location=1 ) in 4-component vector of float) 0:84 Constant: 0:84 0.000000 0:85 ERROR: Bad unary op (global 4-component vector of float) 0:85 Convert float to uint (temp 4-component vector of uint) -0:85 'inF0' (in 4-component vector of float) +0:85 'inF0' (layout(location=0 ) in 4-component vector of float) 0:86 findMSB (global 4-component vector of uint) 0:86 Convert float to uint (temp 4-component vector of uint) -0:86 'inF0' (in 4-component vector of float) +0:86 'inF0' (layout(location=0 ) in 4-component vector of float) 0:87 findLSB (global 4-component vector of uint) 0:87 Convert float to uint (temp 4-component vector of uint) -0:87 'inF0' (in 4-component vector of float) +0:87 'inF0' (layout(location=0 ) in 4-component vector of float) 0:89 bitFieldReverse (global 4-component vector of uint) 0:89 Convert float to uint (temp 4-component vector of uint) -0:89 'inF0' (in 4-component vector of float) +0:89 'inF0' (layout(location=0 ) in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Sequence diff --git a/Test/baseResults/hlsl.intrinsics.negative.vert.out b/Test/baseResults/hlsl.intrinsics.negative.vert.out index f00e25ae..1d6f21d3 100644 --- a/Test/baseResults/hlsl.intrinsics.negative.vert.out +++ b/Test/baseResults/hlsl.intrinsics.negative.vert.out @@ -46,10 +46,10 @@ Shader version: 450 0:? 3.000000 0:225 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:176 Function Parameters: -0:176 'inF0' (in 4-component vector of float) -0:176 'inF1' (in 4-component vector of float) -0:176 'inF2' (in 4-component vector of float) -0:176 'inI0' (in 4-component vector of int) +0:176 'inF0' (layout(location=0 ) in 4-component vector of float) +0:176 'inF1' (layout(location=1 ) in 4-component vector of float) +0:176 'inF2' (layout(location=2 ) in 4-component vector of float) +0:176 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:217 Sequence 0:217 move second child to first child (temp 4-component vector of float) @@ -178,10 +178,10 @@ Shader version: 450 0:? 3.000000 0:225 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float) 0:176 Function Parameters: -0:176 'inF0' (in 4-component vector of float) -0:176 'inF1' (in 4-component vector of float) -0:176 'inF2' (in 4-component vector of float) -0:176 'inI0' (in 4-component vector of int) +0:176 'inF0' (layout(location=0 ) in 4-component vector of float) +0:176 'inF1' (layout(location=1 ) in 4-component vector of float) +0:176 'inF2' (layout(location=2 ) in 4-component vector of float) +0:176 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:217 Sequence 0:217 move second child to first child (temp 4-component vector of float) diff --git a/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/Test/baseResults/hlsl.load.2dms.dx10.frag.out index bff38d8c..57ef9a5d 100644 --- a/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.2dms.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) @@ -72,8 +72,8 @@ gl_FragCoord origin is upper left 0:49 3 (const int) 0:49 'o2' (uniform 2-component vector of int) 0:51 move second child to first child (temp 4-component vector of float) -0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -83,15 +83,15 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:52 move second child to first child (temp float) 0:52 Depth: direct index for structure (temp float FragDepth) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Sequence -0:54 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:54 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -117,7 +117,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (global 4-component vector of float) @@ -187,8 +187,8 @@ gl_FragCoord origin is upper left 0:49 3 (const int) 0:49 'o2' (uniform 2-component vector of int) 0:51 move second child to first child (temp 4-component vector of float) -0:51 Color: direct index for structure (temp 4-component vector of float) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: @@ -198,15 +198,15 @@ gl_FragCoord origin is upper left 0:51 1.000000 0:52 move second child to first child (temp float) 0:52 Depth: direct index for structure (temp float FragDepth) -0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Sequence -0:54 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:54 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -263,6 +263,7 @@ gl_FragCoord origin is upper left Decorate 49(g_tTex2dmsf4a) DescriptorSet 0 Decorate 58(g_tTex2dmsi4a) DescriptorSet 0 Decorate 64(g_tTex2dmsu4a) DescriptorSet 0 + MemberDecorate 80(PS_OUTPUT) 0 Location 0 MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 97(g_sSamp) DescriptorSet 0 Decorate 97(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.load.array.dx10.frag.out b/Test/baseResults/hlsl.load.array.dx10.frag.out index b18bec5c..5c47fdb9 100644 --- a/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -90,8 +90,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -101,15 +101,15 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence -0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -150,7 +150,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:72 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -238,8 +238,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Color: direct index for structure (temp 4-component vector of float) -0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:67 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: @@ -249,15 +249,15 @@ gl_FragCoord origin is upper left 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float FragDepth) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence -0:70 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -344,6 +344,7 @@ gl_FragCoord origin is upper left Decorate 47(g_tTex2df4a) DescriptorSet 0 Decorate 59(g_tTex2di4a) DescriptorSet 0 Decorate 68(g_tTex2du4a) DescriptorSet 0 + MemberDecorate 75(PS_OUTPUT) 0 Location 0 MemberDecorate 75(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 92(g_sSamp) DescriptorSet 0 Decorate 92(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.load.basic.dx10.frag.out b/Test/baseResults/hlsl.load.basic.dx10.frag.out index 1016ba49..cf1dbcc5 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:73 move second child to first child (temp float) 0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Sequence -0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:75 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -183,7 +183,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) @@ -304,8 +304,8 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -315,15 +315,15 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:73 move second child to first child (temp float) 0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Sequence -0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:75 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -414,6 +414,7 @@ gl_FragCoord origin is upper left Decorate 78(g_tTex3df4) DescriptorSet 0 Decorate 90(g_tTex3di4) DescriptorSet 0 Decorate 99(g_tTex3du4) DescriptorSet 0 + MemberDecorate 106(PS_OUTPUT) 0 Location 0 MemberDecorate 106(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 123(g_sSamp) DescriptorSet 0 Decorate 123(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index 059b8f59..f0311ba3 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:71 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:71 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) @@ -122,8 +122,8 @@ Shader version: 450 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float FragCoord) -0:67 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:67 Pos: direct index for structure (temp 4-component vector of float Position) +0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -132,9 +132,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:69 Sequence -0:69 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:69 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:69 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:69 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -174,7 +174,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:71 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:71 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:47 Function Parameters: 0:? Sequence 0:51 textureFetch (global 4-component vector of float) @@ -295,8 +295,8 @@ Shader version: 450 0:63 Constant: 0:63 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float FragCoord) -0:67 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:67 Pos: direct index for structure (temp 4-component vector of float Position) +0:67 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -305,9 +305,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:69 Sequence -0:69 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:69 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:69 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:69 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:69 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -396,7 +396,7 @@ Shader version: 450 Decorate 78(g_tTex3df4) DescriptorSet 0 Decorate 90(g_tTex3di4) DescriptorSet 0 Decorate 99(g_tTex3du4) DescriptorSet 0 - MemberDecorate 106(VS_OUTPUT) 0 BuiltIn FragCoord + MemberDecorate 106(VS_OUTPUT) 0 BuiltIn Position Decorate 120(g_sSamp) DescriptorSet 0 Decorate 120(g_sSamp) Binding 0 Decorate 123(g_tTexcdf4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.dx10.frag.out index 16e5187d..8c005b83 100644 --- a/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.buffer.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -24,8 +24,8 @@ gl_FragCoord origin is upper left 0:30 'g_tTexbu4' (uniform usamplerBuffer) 0:30 'c1' (uniform int) 0:34 move second child to first child (temp 4-component vector of float) -0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -35,15 +35,15 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:35 move second child to first child (temp float) 0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Sequence -0:37 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:37 Branch: Return 0:? Linker Objects 0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer) @@ -66,7 +66,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence @@ -88,8 +88,8 @@ gl_FragCoord origin is upper left 0:30 'g_tTexbu4' (uniform usamplerBuffer) 0:30 'c1' (uniform int) 0:34 move second child to first child (temp 4-component vector of float) -0:34 Color: direct index for structure (temp 4-component vector of float) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 0 (const int) 0:34 Constant: @@ -99,15 +99,15 @@ gl_FragCoord origin is upper left 0:34 1.000000 0:35 move second child to first child (temp float) 0:35 Depth: direct index for structure (temp float FragDepth) -0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Constant: 0:35 1 (const int) 0:35 Constant: 0:35 1.000000 0:37 Sequence -0:37 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:37 Branch: Return 0:? Linker Objects 0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer) @@ -157,6 +157,7 @@ gl_FragCoord origin is upper left Decorate 13(g_tTexbf4) DescriptorSet 0 Decorate 27(g_tTexbi4) DescriptorSet 0 Decorate 39(g_tTexbu4) DescriptorSet 0 + MemberDecorate 44(PS_OUTPUT) 0 Location 0 MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 58(g_tTexbf4_test) DescriptorSet 0 Decorate 58(g_tTexbf4_test) Binding 0 diff --git a/Test/baseResults/hlsl.load.offset.dx10.frag.out b/Test/baseResults/hlsl.load.offset.dx10.frag.out index acb97a4a..6d215e4c 100644 --- a/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -132,8 +132,8 @@ gl_FragCoord origin is upper left 0:64 3 (const int) 0:64 'o3' (uniform 3-component vector of int) 0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -143,15 +143,15 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:73 move second child to first child (temp float) 0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Sequence -0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:75 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -192,7 +192,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -322,8 +322,8 @@ gl_FragCoord origin is upper left 0:64 3 (const int) 0:64 'o3' (uniform 3-component vector of int) 0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -333,15 +333,15 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:73 move second child to first child (temp float) 0:73 Depth: direct index for structure (temp float FragDepth) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Sequence -0:75 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:75 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -433,6 +433,7 @@ gl_FragCoord origin is upper left Decorate 86(g_tTex3df4) DescriptorSet 0 Decorate 100(g_tTex3di4) DescriptorSet 0 Decorate 110(g_tTex3du4) DescriptorSet 0 + MemberDecorate 118(PS_OUTPUT) 0 Location 0 MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 135(g_sSamp) DescriptorSet 0 Decorate 135(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index 1751db8c..b5226ad8 100644 --- a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.load.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -96,8 +96,8 @@ gl_FragCoord origin is upper left 0:59 3 (const int) 0:59 'o2' (uniform 2-component vector of int) 0:65 move second child to first child (temp 4-component vector of float) -0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -107,15 +107,15 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:66 move second child to first child (temp float) 0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Sequence -0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -156,7 +156,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset (global 4-component vector of float) @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:59 3 (const int) 0:59 'o2' (uniform 2-component vector of int) 0:65 move second child to first child (temp 4-component vector of float) -0:65 Color: direct index for structure (temp 4-component vector of float) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: @@ -261,15 +261,15 @@ gl_FragCoord origin is upper left 0:65 1.000000 0:66 move second child to first child (temp float) 0:66 Depth: direct index for structure (temp float FragDepth) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Sequence -0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:68 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -357,6 +357,7 @@ gl_FragCoord origin is upper left Decorate 51(g_tTex2df4a) DescriptorSet 0 Decorate 66(g_tTex2di4a) DescriptorSet 0 Decorate 76(g_tTex2du4a) DescriptorSet 0 + MemberDecorate 84(PS_OUTPUT) 0 Location 0 MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 101(g_sSamp) DescriptorSet 0 Decorate 101(g_sSamp) Binding 0 diff --git a/Test/baseResults/hlsl.max.frag.out b/Test/baseResults/hlsl.max.frag.out index ebb943cc..57390695 100755 --- a/Test/baseResults/hlsl.max.frag.out +++ b/Test/baseResults/hlsl.max.frag.out @@ -4,15 +4,15 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input1' (in 4-component vector of float) -0:2 'input2' (in 4-component vector of float) +0:2 'input1' (layout(location=0 ) in 4-component vector of float) +0:2 'input2' (layout(location=1 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:3 max (global 4-component vector of float) -0:3 'input1' (in 4-component vector of float) -0:3 'input2' (in 4-component vector of float) +0:3 'input1' (layout(location=0 ) in 4-component vector of float) +0:3 'input2' (layout(location=1 ) in 4-component vector of float) 0:3 Branch: Return 0:? Linker Objects @@ -25,15 +25,15 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input1' (in 4-component vector of float) -0:2 'input2' (in 4-component vector of float) +0:2 'input1' (layout(location=0 ) in 4-component vector of float) +0:2 'input2' (layout(location=1 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:3 max (global 4-component vector of float) -0:3 'input1' (in 4-component vector of float) -0:3 'input2' (in 4-component vector of float) +0:3 'input1' (layout(location=0 ) in 4-component vector of float) +0:3 'input2' (layout(location=1 ) in 4-component vector of float) 0:3 Branch: Return 0:? Linker Objects @@ -50,6 +50,8 @@ gl_FragCoord origin is upper left Name 9 "@entryPointOutput" Name 11 "input1" Name 13 "input2" + Decorate 11(input1) Location 0 + Decorate 13(input2) Location 1 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.numericsuffixes.frag.out b/Test/baseResults/hlsl.numericsuffixes.frag.out index 721b0d33..e09256c7 100644 --- a/Test/baseResults/hlsl.numericsuffixes.frag.out +++ b/Test/baseResults/hlsl.numericsuffixes.frag.out @@ -2,7 +2,7 @@ hlsl.numericsuffixes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:21 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence @@ -51,17 +51,17 @@ gl_FragCoord origin is upper left 0:15 Constant: 0:15 58 (const uint) 0:18 move second child to first child (temp 4-component vector of float) -0:18 color: direct index for structure (temp 4-component vector of float) -0:18 'ps_output' (temp structure{temp 4-component vector of float color}) +0:18 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:18 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:18 Constant: 0:18 0 (const int) -0:18 Construct vec4 (temp 4-component vector of float) +0:18 Construct vec4 (layout(location=0 ) temp 4-component vector of float) 0:18 Convert int to float (temp float) 0:18 'r07' (temp int) 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:19 'ps_output' (temp structure{temp 4-component vector of float color}) +0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:19 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:19 Branch: Return 0:? Linker Objects @@ -72,7 +72,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:21 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence @@ -121,17 +121,17 @@ gl_FragCoord origin is upper left 0:15 Constant: 0:15 58 (const uint) 0:18 move second child to first child (temp 4-component vector of float) -0:18 color: direct index for structure (temp 4-component vector of float) -0:18 'ps_output' (temp structure{temp 4-component vector of float color}) +0:18 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:18 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:18 Constant: 0:18 0 (const int) -0:18 Construct vec4 (temp 4-component vector of float) +0:18 Construct vec4 (layout(location=0 ) temp 4-component vector of float) 0:18 Convert int to float (temp float) 0:18 'r07' (temp int) 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:19 'ps_output' (temp structure{temp 4-component vector of float color}) +0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:19 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:19 Branch: Return 0:? Linker Objects @@ -158,6 +158,7 @@ gl_FragCoord origin is upper left MemberName 30(PS_OUTPUT) 0 "color" Name 32 "ps_output" Name 40 "@entryPointOutput" + MemberDecorate 30(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.overload.frag.out b/Test/baseResults/hlsl.overload.frag.out index 6bedd3e3..7863ed22 100755 --- a/Test/baseResults/hlsl.overload.frag.out +++ b/Test/baseResults/hlsl.overload.frag.out @@ -110,7 +110,7 @@ gl_FragCoord origin is upper left 0:43 '' (in 1-component vector of bool) 0:143 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:46 Function Parameters: -0:46 'input' (in 4-component vector of float) +0:46 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:53 Function Call: foo1(d1;b1; (global void) 0:53 'd' (temp double) @@ -351,7 +351,7 @@ gl_FragCoord origin is upper left 0:141 Sequence 0:141 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:141 'input' (in 4-component vector of float) +0:141 'input' (layout(location=0 ) in 4-component vector of float) 0:141 Branch: Return 0:? Linker Objects @@ -470,7 +470,7 @@ gl_FragCoord origin is upper left 0:43 '' (in 1-component vector of bool) 0:143 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:46 Function Parameters: -0:46 'input' (in 4-component vector of float) +0:46 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:53 Function Call: foo1(d1;b1; (global void) 0:53 'd' (temp double) @@ -711,7 +711,7 @@ gl_FragCoord origin is upper left 0:141 Sequence 0:141 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:141 'input' (in 4-component vector of float) +0:141 'input' (layout(location=0 ) in 4-component vector of float) 0:141 Branch: Return 0:? Linker Objects @@ -909,6 +909,7 @@ gl_FragCoord origin is upper left Name 500 "param" Name 504 "@entryPointOutput" Name 506 "input" + Decorate 506(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 64 diff --git a/Test/baseResults/hlsl.pp.line.frag.out b/Test/baseResults/hlsl.pp.line.frag.out index 4c70ea82..27db9211 100644 --- a/Test/baseResults/hlsl.pp.line.frag.out +++ b/Test/baseResults/hlsl.pp.line.frag.out @@ -2,7 +2,7 @@ hlsl.pp.line.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:131 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:131 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence @@ -11,8 +11,8 @@ gl_FragCoord origin is upper left 0:124 Constant: 0:124 124 (const int) 0:126 move second child to first child (temp 4-component vector of float) -0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:126 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:126 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:126 Constant: 0:126 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -26,15 +26,15 @@ gl_FragCoord origin is upper left 0:126 1.000000 0:127 move second child to first child (temp float) 0:127 Depth: direct index for structure (temp float FragDepth) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:127 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Sequence -0:129 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:129 Branch: Return 0:? Linker Objects @@ -45,7 +45,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:131 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:131 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence @@ -54,8 +54,8 @@ gl_FragCoord origin is upper left 0:124 Constant: 0:124 124 (const int) 0:126 move second child to first child (temp 4-component vector of float) -0:126 Color: direct index for structure (temp 4-component vector of float) -0:126 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:126 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:126 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:126 Constant: 0:126 0 (const int) 0:? Construct vec4 (temp 4-component vector of float) @@ -69,15 +69,15 @@ gl_FragCoord origin is upper left 0:126 1.000000 0:127 move second child to first child (temp float) 0:127 Depth: direct index for structure (temp float FragDepth) -0:127 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:127 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Sequence -0:129 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:129 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:129 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:129 Branch: Return 0:? Linker Objects @@ -97,6 +97,7 @@ gl_FragCoord origin is upper left MemberName 12(PS_OUTPUT) 1 "Depth" Name 14 "psout" Name 27 "@entryPointOutput" + MemberDecorate 12(PS_OUTPUT) 0 Location 0 MemberDecorate 12(PS_OUTPUT) 1 BuiltIn FragDepth 2: TypeVoid 3: TypeFunction 2 diff --git a/Test/baseResults/hlsl.precedence.frag.out b/Test/baseResults/hlsl.precedence.frag.out index 4ad10ad4..e6982c65 100755 --- a/Test/baseResults/hlsl.precedence.frag.out +++ b/Test/baseResults/hlsl.precedence.frag.out @@ -4,10 +4,10 @@ gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float) 0:7 Function Parameters: -0:7 'a1' (in 4-component vector of float) -0:7 'a2' (in 4-component vector of float) -0:7 'a3' (in 4-component vector of float) -0:7 'a4' (in 4-component vector of float) +0:7 'a1' (layout(location=0 ) in 4-component vector of float) +0:7 'a2' (layout(location=1 ) in 4-component vector of float) +0:7 'a3' (layout(location=2 ) in 4-component vector of float) +0:7 'a4' (layout(location=3 ) in 4-component vector of float) 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) @@ -15,15 +15,15 @@ gl_FragCoord origin is upper left 0:8 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) -0:8 'a1' (in 4-component vector of float) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 component-wise multiply (temp 4-component vector of float) -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) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) +0:8 'a4' (layout(location=3 ) in 4-component vector of float) 0:? 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) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -32,7 +32,7 @@ gl_FragCoord origin is upper left 0:8 Constant: 0:8 2 (const int) 0:8 vector swizzle (temp 3-component vector of float) -0:8 'a2' (in 4-component vector of float) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -41,7 +41,7 @@ gl_FragCoord origin is upper left 0:8 Constant: 0:8 2 (const int) 0:8 direct index (temp float) -0:8 'a3' (in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) 0:8 Constant: 0:8 3 (const int) 0:8 Branch: Return @@ -56,10 +56,10 @@ gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float) 0:7 Function Parameters: -0:7 'a1' (in 4-component vector of float) -0:7 'a2' (in 4-component vector of float) -0:7 'a3' (in 4-component vector of float) -0:7 'a4' (in 4-component vector of float) +0:7 'a1' (layout(location=0 ) in 4-component vector of float) +0:7 'a2' (layout(location=1 ) in 4-component vector of float) +0:7 'a3' (layout(location=2 ) in 4-component vector of float) +0:7 'a4' (layout(location=3 ) in 4-component vector of float) 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) @@ -67,15 +67,15 @@ gl_FragCoord origin is upper left 0:8 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) -0:8 'a1' (in 4-component vector of float) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 component-wise multiply (temp 4-component vector of float) -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) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) +0:8 'a4' (layout(location=3 ) in 4-component vector of float) 0:? 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) +0:8 'a1' (layout(location=0 ) in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -84,7 +84,7 @@ gl_FragCoord origin is upper left 0:8 Constant: 0:8 2 (const int) 0:8 vector swizzle (temp 3-component vector of float) -0:8 'a2' (in 4-component vector of float) +0:8 'a2' (layout(location=1 ) in 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) @@ -93,7 +93,7 @@ gl_FragCoord origin is upper left 0:8 Constant: 0:8 2 (const int) 0:8 direct index (temp float) -0:8 'a3' (in 4-component vector of float) +0:8 'a3' (layout(location=2 ) in 4-component vector of float) 0:8 Constant: 0:8 3 (const int) 0:8 Branch: Return @@ -114,6 +114,10 @@ gl_FragCoord origin is upper left Name 13 "a2" Name 15 "a3" Name 19 "a4" + Decorate 11(a1) Location 0 + Decorate 13(a2) Location 1 + Decorate 15(a3) Location 2 + Decorate 19(a4) Location 3 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.precedence2.frag.out b/Test/baseResults/hlsl.precedence2.frag.out index a06865a7..c1feb6de 100755 --- a/Test/baseResults/hlsl.precedence2.frag.out +++ b/Test/baseResults/hlsl.precedence2.frag.out @@ -4,10 +4,10 @@ gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int) 0:7 Function Parameters: -0:7 'a1' (in int) -0:7 'a2' (in int) -0:7 'a3' (in int) -0:7 'a4' (in int) +0:7 'a1' (layout(location=0 ) in int) +0:7 'a2' (layout(location=1 ) in int) +0:7 'a3' (layout(location=2 ) in int) +0:7 'a4' (layout(location=3 ) in int) 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp int) @@ -16,17 +16,17 @@ gl_FragCoord origin is upper left 0:8 left-shift (temp int) 0:8 add (temp int) 0:8 component-wise multiply (temp int) -0:8 'a1' (in int) -0:8 'a2' (in int) -0:8 'a3' (in int) -0:8 'a4' (in int) +0:8 'a1' (layout(location=0 ) in int) +0:8 'a2' (layout(location=1 ) in int) +0:8 'a3' (layout(location=2 ) in int) +0:8 'a4' (layout(location=3 ) in int) 0:8 left-shift (temp int) -0:8 'a1' (in int) +0:8 'a1' (layout(location=0 ) in int) 0:8 add (temp int) -0:8 'a2' (in int) +0:8 'a2' (layout(location=1 ) in int) 0:8 component-wise multiply (temp int) -0:8 'a3' (in int) -0:8 'a4' (in int) +0:8 'a3' (layout(location=2 ) in int) +0:8 'a4' (layout(location=3 ) in int) 0:8 Branch: Return 0:? Linker Objects @@ -39,10 +39,10 @@ gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int) 0:7 Function Parameters: -0:7 'a1' (in int) -0:7 'a2' (in int) -0:7 'a3' (in int) -0:7 'a4' (in int) +0:7 'a1' (layout(location=0 ) in int) +0:7 'a2' (layout(location=1 ) in int) +0:7 'a3' (layout(location=2 ) in int) +0:7 'a4' (layout(location=3 ) in int) 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp int) @@ -51,17 +51,17 @@ gl_FragCoord origin is upper left 0:8 left-shift (temp int) 0:8 add (temp int) 0:8 component-wise multiply (temp int) -0:8 'a1' (in int) -0:8 'a2' (in int) -0:8 'a3' (in int) -0:8 'a4' (in int) +0:8 'a1' (layout(location=0 ) in int) +0:8 'a2' (layout(location=1 ) in int) +0:8 'a3' (layout(location=2 ) in int) +0:8 'a4' (layout(location=3 ) in int) 0:8 left-shift (temp int) -0:8 'a1' (in int) +0:8 'a1' (layout(location=0 ) in int) 0:8 add (temp int) -0:8 'a2' (in int) +0:8 'a2' (layout(location=1 ) in int) 0:8 component-wise multiply (temp int) -0:8 'a3' (in int) -0:8 'a4' (in int) +0:8 'a3' (layout(location=2 ) in int) +0:8 'a4' (layout(location=3 ) in int) 0:8 Branch: Return 0:? Linker Objects @@ -80,6 +80,10 @@ gl_FragCoord origin is upper left Name 12 "a2" Name 15 "a3" Name 18 "a4" + Decorate 10(a1) Location 0 + Decorate 12(a2) Location 1 + Decorate 15(a3) Location 2 + Decorate 18(a4) Location 3 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 diff --git a/Test/baseResults/hlsl.precise.frag.out b/Test/baseResults/hlsl.precise.frag.out index e2577c7a..252205dd 100644 --- a/Test/baseResults/hlsl.precise.frag.out +++ b/Test/baseResults/hlsl.precise.frag.out @@ -6,12 +6,12 @@ gl_FragCoord origin is upper left 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) -0:15 Function Definition: main( (global structure{noContraction temp 4-component vector of float color}) +0:15 Function Definition: main( (global structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) -0:11 color: direct index for structure (noContraction temp 4-component vector of float) -0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:11 color: direct index for structure (layout(location=0 ) noContraction temp 4-component vector of float) +0:11 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -20,9 +20,9 @@ gl_FragCoord origin is upper left 0:11 1.000000 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp structure{noContraction temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{noContraction temp 4-component vector of float color}) -0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:12 move second child to first child (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) noContraction temp 4-component vector of float color}) +0:12 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:12 Branch: Return 0:? Linker Objects 0:? 'precisefloat' (noContraction global float) @@ -38,12 +38,12 @@ gl_FragCoord origin is upper left 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) -0:15 Function Definition: main( (global structure{noContraction temp 4-component vector of float color}) +0:15 Function Definition: main( (global structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) -0:11 color: direct index for structure (noContraction temp 4-component vector of float) -0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:11 color: direct index for structure (layout(location=0 ) noContraction temp 4-component vector of float) +0:11 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: @@ -52,9 +52,9 @@ gl_FragCoord origin is upper left 0:11 1.000000 0:11 1.000000 0:12 Sequence -0:12 move second child to first child (temp structure{noContraction temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{noContraction temp 4-component vector of float color}) -0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) +0:12 move second child to first child (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) noContraction temp 4-component vector of float color}) +0:12 'ps_output' (temp structure{layout(location=0 ) noContraction temp 4-component vector of float color}) 0:12 Branch: Return 0:? Linker Objects 0:? 'precisefloat' (noContraction global float) @@ -77,6 +77,7 @@ gl_FragCoord origin is upper left Name 18 "ps_output" Name 26 "@entryPointOutput" Name 30 "precisefloat" + MemberDecorate 16(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 413a4f0f..e6387e55 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -237,7 +237,7 @@ gl_FragCoord origin is upper left 0:49 Branch: Return with expression 0:49 Convert float to double (temp 3-component vector of double) 0:49 'f3' (uniform 3-component vector of float) -0:202 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:202 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence @@ -491,15 +491,15 @@ gl_FragCoord origin is upper left 0:196 Convert int to float (temp float) 0:196 'c2' (temp int) 0:199 move second child to first child (temp 4-component vector of float) -0:199 Color: direct index for structure (temp 4-component vector of float) -0:199 'psout' (temp structure{temp 4-component vector of float Color}) +0:199 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:199 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:199 Constant: 0:199 0 (const int) 0:199 'outval' (temp 4-component vector of float) 0:200 Sequence -0:200 move second child to first child (temp structure{temp 4-component vector of float Color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color}) -0:200 'psout' (temp structure{temp 4-component vector of float Color}) +0:200 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color}) +0:200 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:200 Branch: Return 0:? Linker Objects 0:? 'i3' (uniform 3-component vector of int) @@ -755,7 +755,7 @@ gl_FragCoord origin is upper left 0:49 Branch: Return with expression 0:49 Convert float to double (temp 3-component vector of double) 0:49 'f3' (uniform 3-component vector of float) -0:202 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:202 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color}) 0:52 Function Parameters: 0:? Sequence 0:54 Sequence @@ -1009,15 +1009,15 @@ gl_FragCoord origin is upper left 0:196 Convert int to float (temp float) 0:196 'c2' (temp int) 0:199 move second child to first child (temp 4-component vector of float) -0:199 Color: direct index for structure (temp 4-component vector of float) -0:199 'psout' (temp structure{temp 4-component vector of float Color}) +0:199 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:199 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:199 Constant: 0:199 0 (const int) 0:199 'outval' (temp 4-component vector of float) 0:200 Sequence -0:200 move second child to first child (temp structure{temp 4-component vector of float Color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color}) -0:200 'psout' (temp structure{temp 4-component vector of float Color}) +0:200 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color}) +0:200 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:200 Branch: Return 0:? Linker Objects 0:? 'i3' (uniform 3-component vector of int) @@ -1129,6 +1129,7 @@ gl_FragCoord origin is upper left MemberName 471(PS_OUTPUT) 0 "Color" Name 473 "psout" Name 477 "@entryPointOutput" + MemberDecorate 471(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.sample.array.dx10.frag.out b/Test/baseResults/hlsl.sample.array.dx10.frag.out index 5413a6f5..304ff5ef 100644 --- a/Test/baseResults/hlsl.sample.array.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -105,8 +105,8 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -116,15 +116,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -146,7 +146,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -249,8 +249,8 @@ gl_FragCoord origin is upper left 0:? 0.900000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -260,15 +260,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -332,6 +332,7 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 100(g_tTexcdi4) DescriptorSet 0 Decorate 110(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 120(PS_OUTPUT) 0 Location 0 MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 133(g_tTex1df4a) DescriptorSet 0 Decorate 133(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.sample.basic.dx10.frag.out b/Test/baseResults/hlsl.sample.basic.dx10.frag.out index 9cd4ebd0..e0156718 100644 --- a/Test/baseResults/hlsl.sample.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.basic.dx10.frag.out @@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:91 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:91 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) @@ -215,8 +215,8 @@ gl_FragCoord origin is upper left 0:? 0.800000 0:? 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 FragDepth Depth}) +0:86 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:86 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -226,15 +226,15 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:87 move second child to first child (temp float) 0:87 Depth: direct index for structure (temp float FragDepth) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:87 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: 0:87 1.000000 0:89 Sequence -0:89 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:89 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -261,7 +261,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:91 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:91 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 move second child to first child (temp int) @@ -472,8 +472,8 @@ gl_FragCoord origin is upper left 0:? 0.800000 0:? 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 FragDepth Depth}) +0:86 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:86 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:86 Constant: 0:86 0 (const int) 0:86 Constant: @@ -483,15 +483,15 @@ gl_FragCoord origin is upper left 0:86 1.000000 0:87 move second child to first child (temp float) 0:87 Depth: direct index for structure (temp float FragDepth) -0:87 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:87 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:87 Constant: 0:87 1 (const int) 0:87 Constant: 0:87 1.000000 0:89 Sequence -0:89 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:89 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:89 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:89 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -584,6 +584,7 @@ gl_FragCoord origin is upper left Decorate 147(g_tTexcdf4) DescriptorSet 0 Decorate 156(g_tTexcdi4) DescriptorSet 0 Decorate 165(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 171(PS_OUTPUT) 0 Location 0 MemberDecorate 171(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 183(g_sSamp2d) DescriptorSet 0 Decorate 184(g_sSamp2D_b) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.sample.offset.dx10.frag.out b/Test/baseResults/hlsl.sample.offset.dx10.frag.out index d11d16f5..12deed41 100644 --- a/Test/baseResults/hlsl.sample.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -167,7 +167,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -288,8 +288,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -299,15 +299,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -376,6 +376,7 @@ gl_FragCoord origin is upper left Decorate 92(g_tTex3df4) DescriptorSet 0 Decorate 105(g_tTex3di4) DescriptorSet 0 Decorate 116(g_tTex3du4) DescriptorSet 0 + MemberDecorate 127(PS_OUTPUT) 0 Location 0 MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 139(g_tTex1df4a) DescriptorSet 0 Decorate 139(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out index 76315296..939595a3 100644 --- a/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -84,8 +84,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -95,15 +95,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -122,7 +122,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -204,8 +204,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -215,15 +215,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -274,6 +274,7 @@ gl_FragCoord origin is upper left Decorate 59(g_tTex2df4) DescriptorSet 0 Decorate 72(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 + MemberDecorate 93(PS_OUTPUT) 0 Location 0 MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 105(g_tTex1df4a) DescriptorSet 0 Decorate 105(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out index e735d34d..d81c4a70 100644 --- a/Test/baseResults/hlsl.samplebias.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0.500000 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -164,7 +164,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0.500000 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -296,15 +296,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -368,6 +368,7 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 100(g_tTexcdi4) DescriptorSet 0 Decorate 110(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 120(PS_OUTPUT) 0 Location 0 MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 133(g_tTex1df4a) DescriptorSet 0 Decorate 133(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out index d61eda9d..99e63c96 100644 --- a/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -153,8 +153,8 @@ gl_FragCoord origin is upper left 0:45 Constant: 0:45 0.500000 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 FragDepth Depth}) +0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -164,15 +164,15 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:48 move second child to first child (temp float) 0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Sequence -0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:50 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -197,7 +197,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -348,8 +348,8 @@ gl_FragCoord origin is upper left 0:45 Constant: 0:45 0.500000 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 FragDepth Depth}) +0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -359,15 +359,15 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:48 move second child to first child (temp float) 0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Sequence -0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:50 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -442,6 +442,7 @@ gl_FragCoord origin is upper left Decorate 119(g_tTexcdf4) DescriptorSet 0 Decorate 128(g_tTexcdi4) DescriptorSet 0 Decorate 137(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 143(PS_OUTPUT) 0 Location 0 MemberDecorate 143(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 157(g_tTex1df4a) DescriptorSet 0 Decorate 157(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out index b2e77efc..0165eb35 100644 --- a/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -141,8 +141,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -152,15 +152,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -185,7 +185,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -324,8 +324,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -335,15 +335,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -412,6 +412,7 @@ gl_FragCoord origin is upper left Decorate 92(g_tTex3df4) DescriptorSet 0 Decorate 105(g_tTex3di4) DescriptorSet 0 Decorate 116(g_tTex3du4) DescriptorSet 0 + MemberDecorate 127(PS_OUTPUT) 0 Location 0 MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 139(g_tTex1df4a) DescriptorSet 0 Decorate 139(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out index 52263c49..da8f8958 100644 --- a/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -96,8 +96,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -107,15 +107,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -134,7 +134,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -228,8 +228,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -239,15 +239,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -298,6 +298,7 @@ gl_FragCoord origin is upper left Decorate 60(g_tTex2df4) DescriptorSet 0 Decorate 73(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 + MemberDecorate 93(PS_OUTPUT) 0 Location 0 MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 105(g_tTex1df4a) DescriptorSet 0 Decorate 105(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out index a61aa29b..4a4d5f4b 100644 --- a/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -132,8 +132,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.750000 0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -143,15 +143,15 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:57 move second child to first child (temp float) 0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Sequence -0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:59 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -184,7 +184,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -314,8 +314,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.750000 0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -325,15 +325,15 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:57 move second child to first child (temp float) 0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Sequence -0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:59 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -418,6 +418,7 @@ gl_FragCoord origin is upper left Decorate 96(g_tTexcdf4a) DescriptorSet 0 Decorate 110(g_tTexcdi4a) DescriptorSet 0 Decorate 121(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 129(PS_OUTPUT) 0 Location 0 MemberDecorate 129(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 145(g_tTex1df4) DescriptorSet 0 Decorate 145(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out index 93fe73cf..1779e8dd 100644 --- a/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:55 Constant: 0:55 0.750000 0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:58 move second child to first child (temp float) 0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Sequence -0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:60 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -175,7 +175,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -296,8 +296,8 @@ gl_FragCoord origin is upper left 0:55 Constant: 0:55 0.750000 0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -307,15 +307,15 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:58 move second child to first child (temp float) 0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Sequence -0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:60 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -401,6 +401,7 @@ gl_FragCoord origin is upper left Decorate 90(g_tTexcdf4) DescriptorSet 0 Decorate 105(g_tTexcdi4) DescriptorSet 0 Decorate 117(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 127(PS_OUTPUT) 0 Location 0 MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 143(g_tTex3df4) DescriptorSet 0 Decorate 146(g_tTex3di4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out index 71eb5206..f659c7fb 100644 --- a/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:67 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -96,8 +96,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:62 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:62 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -107,15 +107,15 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:63 move second child to first child (temp float) 0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Sequence -0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -148,7 +148,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:67 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -242,8 +242,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:62 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:62 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -253,15 +253,15 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:63 move second child to first child (temp float) 0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Sequence -0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -341,6 +341,7 @@ gl_FragCoord origin is upper left Decorate 52(g_tTex2df4) DescriptorSet 0 Decorate 70(g_tTex2di4) DescriptorSet 0 Decorate 82(g_tTex2du4) DescriptorSet 0 + MemberDecorate 92(PS_OUTPUT) 0 Location 0 MemberDecorate 92(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 108(g_tTex3df4) DescriptorSet 0 Decorate 111(g_tTex3di4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out index c2cdb4d6..caf9357b 100644 --- a/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmp.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:68 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -102,8 +102,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:63 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -113,15 +113,15 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:64 move second child to first child (temp float) 0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Sequence -0:66 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -154,7 +154,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:68 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -254,8 +254,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:63 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -265,15 +265,15 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:64 move second child to first child (temp float) 0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Sequence -0:66 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -352,6 +352,7 @@ gl_FragCoord origin is upper left Decorate 58(g_tTex2df4a) DescriptorSet 0 Decorate 76(g_tTex2di4a) DescriptorSet 0 Decorate 88(g_tTex2du4a) DescriptorSet 0 + MemberDecorate 98(PS_OUTPUT) 0 Location 0 MemberDecorate 98(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 114(g_tTex1df4) DescriptorSet 0 Decorate 114(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out index 5a7b7409..0d60dda0 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -150,8 +150,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.000000 0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -161,15 +161,15 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:57 move second child to first child (temp float) 0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Sequence -0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:59 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -202,7 +202,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -350,8 +350,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 0.000000 0:56 move second child to first child (temp 4-component vector of float) -0:56 Color: direct index for structure (temp 4-component vector of float) -0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 Constant: @@ -361,15 +361,15 @@ gl_FragCoord origin is upper left 0:56 1.000000 0:57 move second child to first child (temp float) 0:57 Depth: direct index for structure (temp float FragDepth) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 1.000000 0:59 Sequence -0:59 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:59 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -454,6 +454,7 @@ gl_FragCoord origin is upper left Decorate 97(g_tTexcdf4a) DescriptorSet 0 Decorate 111(g_tTexcdi4a) DescriptorSet 0 Decorate 122(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 130(PS_OUTPUT) 0 Location 0 MemberDecorate 130(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 146(g_tTex1df4) DescriptorSet 0 Decorate 146(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out index ba84224d..42ced8cd 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -141,8 +141,8 @@ gl_FragCoord origin is upper left 0:55 Constant: 0:55 0.000000 0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -152,15 +152,15 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:58 move second child to first child (temp float) 0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Sequence -0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:60 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -193,7 +193,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -332,8 +332,8 @@ gl_FragCoord origin is upper left 0:55 Constant: 0:55 0.000000 0:57 move second child to first child (temp 4-component vector of float) -0:57 Color: direct index for structure (temp 4-component vector of float) -0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:57 Constant: 0:57 0 (const int) 0:57 Constant: @@ -343,15 +343,15 @@ gl_FragCoord origin is upper left 0:57 1.000000 0:58 move second child to first child (temp float) 0:58 Depth: direct index for structure (temp float FragDepth) -0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 1.000000 0:60 Sequence -0:60 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:60 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -437,6 +437,7 @@ gl_FragCoord origin is upper left Decorate 91(g_tTexcdf4) DescriptorSet 0 Decorate 106(g_tTexcdi4) DescriptorSet 0 Decorate 118(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 128(PS_OUTPUT) 0 Location 0 MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 144(g_tTex3df4) DescriptorSet 0 Decorate 147(g_tTex3di4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out index 9bed7964..467013fe 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:67 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -108,8 +108,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:62 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:62 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -119,15 +119,15 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:63 move second child to first child (temp float) 0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Sequence -0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -160,7 +160,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:67 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:67 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -266,8 +266,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:62 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:62 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:62 Constant: 0:62 0 (const int) 0:62 Constant: @@ -277,15 +277,15 @@ gl_FragCoord origin is upper left 0:62 1.000000 0:63 move second child to first child (temp float) 0:63 Depth: direct index for structure (temp float FragDepth) -0:63 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 1.000000 0:65 Sequence -0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:65 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -365,6 +365,7 @@ gl_FragCoord origin is upper left Decorate 53(g_tTex2df4) DescriptorSet 0 Decorate 71(g_tTex2di4) DescriptorSet 0 Decorate 83(g_tTex2du4) DescriptorSet 0 + MemberDecorate 93(PS_OUTPUT) 0 Location 0 MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 109(g_tTex3df4) DescriptorSet 0 Decorate 112(g_tTex3di4) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out index b2dcaecc..ffcc6d7a 100644 --- a/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:68 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -114,8 +114,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:63 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -125,15 +125,15 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:64 move second child to first child (temp float) 0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Sequence -0:66 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -166,7 +166,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:68 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:68 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence @@ -278,8 +278,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:? 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 FragDepth Depth}) +0:63 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:63 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: @@ -289,15 +289,15 @@ gl_FragCoord origin is upper left 0:63 1.000000 0:64 move second child to first child (temp float) 0:64 Depth: direct index for structure (temp float FragDepth) -0:64 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:64 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Sequence -0:66 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:66 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -376,6 +376,7 @@ gl_FragCoord origin is upper left Decorate 59(g_tTex2df4a) DescriptorSet 0 Decorate 77(g_tTex2di4a) DescriptorSet 0 Decorate 89(g_tTex2du4a) DescriptorSet 0 + MemberDecorate 99(PS_OUTPUT) 0 Location 0 MemberDecorate 99(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 115(g_tTex1df4) DescriptorSet 0 Decorate 115(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out index f42074b8..49e6b72f 100644 --- a/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -159,8 +159,8 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -170,15 +170,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -200,7 +200,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -357,8 +357,8 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -368,15 +368,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -440,6 +440,7 @@ gl_FragCoord origin is upper left Decorate 85(g_tTexcdf4) DescriptorSet 0 Decorate 98(g_tTexcdi4) DescriptorSet 0 Decorate 107(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 113(PS_OUTPUT) 0 Location 0 MemberDecorate 113(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 127(g_tTex1df4a) DescriptorSet 0 Decorate 127(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out index 403bfca1..80be6468 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -207,8 +207,8 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 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 FragDepth Depth}) +0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -218,15 +218,15 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:48 move second child to first child (temp float) 0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Sequence -0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:50 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -251,7 +251,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:52 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -456,8 +456,8 @@ gl_FragCoord origin is upper left 0:? 1.200000 0:? 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 FragDepth Depth}) +0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:47 Constant: 0:47 0 (const int) 0:47 Constant: @@ -467,15 +467,15 @@ gl_FragCoord origin is upper left 0:47 1.000000 0:48 move second child to first child (temp float) 0:48 Depth: direct index for structure (temp float FragDepth) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 1 (const int) 0:48 Constant: 0:48 1.000000 0:50 Sequence -0:50 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:50 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -550,6 +550,7 @@ gl_FragCoord origin is upper left Decorate 124(g_tTexcdf4) DescriptorSet 0 Decorate 133(g_tTexcdi4) DescriptorSet 0 Decorate 142(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 148(PS_OUTPUT) 0 Location 0 MemberDecorate 148(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 162(g_tTex1df4a) DescriptorSet 0 Decorate 162(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out index 54874f1a..6b83def7 100644 --- a/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplegrad.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplegrad.basic.dx10.vert Shader version: 450 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -206,8 +206,8 @@ Shader version: 450 0:? 1.200000 0:? 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 FragCoord) -0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float Position) +0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -216,9 +216,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -242,7 +242,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -447,8 +447,8 @@ Shader version: 450 0:? 1.200000 0:? 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 FragCoord) -0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float Position) +0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -457,9 +457,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -532,7 +532,7 @@ Shader version: 450 Decorate 124(g_tTexcdf4) DescriptorSet 0 Decorate 133(g_tTexcdi4) DescriptorSet 0 Decorate 142(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 148(VS_OUTPUT) 0 BuiltIn FragCoord + MemberDecorate 148(VS_OUTPUT) 0 BuiltIn Position Decorate 159(g_tTex1df4a) DescriptorSet 0 Decorate 159(g_tTex1df4a) Binding 1 2: TypeVoid diff --git a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out index f73d8cf6..732e731b 100644 --- a/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -177,8 +177,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -188,15 +188,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -221,7 +221,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -396,8 +396,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -407,15 +407,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -484,6 +484,7 @@ gl_FragCoord origin is upper left Decorate 95(g_tTex3df4) DescriptorSet 0 Decorate 110(g_tTex3di4) DescriptorSet 0 Decorate 121(g_tTex3du4) DescriptorSet 0 + MemberDecorate 132(PS_OUTPUT) 0 Location 0 MemberDecorate 132(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 144(g_tTex1df4a) DescriptorSet 0 Decorate 144(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out index d6bc7643..290296e1 100644 --- a/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -114,8 +114,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 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 FragDepth Depth}) +0:35 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -125,15 +125,15 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:36 move second child to first child (temp float) 0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.000000 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -155,7 +155,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:40 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -267,8 +267,8 @@ gl_FragCoord origin is upper left 0:? 1 (const int) 0:? 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 FragDepth Depth}) +0:35 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:35 Constant: 0:35 0 (const int) 0:35 Constant: @@ -278,15 +278,15 @@ gl_FragCoord origin is upper left 0:35 1.000000 0:36 move second child to first child (temp float) 0:36 Depth: direct index for structure (temp float FragDepth) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.000000 0:38 Sequence -0:38 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:38 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -344,6 +344,7 @@ gl_FragCoord origin is upper left Decorate 55(g_tTex2df4) DescriptorSet 0 Decorate 71(g_tTex2di4) DescriptorSet 0 Decorate 80(g_tTex2du4) DescriptorSet 0 + MemberDecorate 86(PS_OUTPUT) 0 Location 0 MemberDecorate 86(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 98(g_tTex1df4a) DescriptorSet 0 Decorate 98(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out index 9ed0650f..b47e5e0f 100644 --- a/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.array.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -123,8 +123,8 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0.750000 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -134,15 +134,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -164,7 +164,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:24 Function Parameters: 0:? Sequence 0:27 Sequence @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:37 Constant: 0:37 0.750000 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 FragDepth Depth}) +0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: @@ -296,15 +296,15 @@ gl_FragCoord origin is upper left 0:39 1.000000 0:40 move second child to first child (temp float) 0:40 Depth: direct index for structure (temp float FragDepth) -0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:40 Constant: 0:40 1 (const int) 0:40 Constant: 0:40 1.000000 0:42 Sequence -0:42 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:42 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -368,6 +368,7 @@ gl_FragCoord origin is upper left Decorate 91(g_tTexcdf4a) DescriptorSet 0 Decorate 101(g_tTexcdi4a) DescriptorSet 0 Decorate 111(g_tTexcdu4a) DescriptorSet 0 + MemberDecorate 121(PS_OUTPUT) 0 Location 0 MemberDecorate 121(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 134(g_tTex1df4) DescriptorSet 0 Decorate 134(g_tTex1df4) Binding 0 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out index 38676721..f91f8c13 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.basic.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:53 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence @@ -153,8 +153,8 @@ gl_FragCoord origin is upper left 0:46 Constant: 0:46 0.750000 0:48 move second child to first child (temp 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -164,15 +164,15 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:49 move second child to first child (temp float) 0:49 Depth: direct index for structure (temp float FragDepth) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 1.000000 0:51 Sequence -0:51 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:51 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -198,7 +198,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:53 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:29 Function Parameters: 0:? Sequence 0:32 Sequence @@ -349,8 +349,8 @@ gl_FragCoord origin is upper left 0:46 Constant: 0:46 0.750000 0:48 move second child to first child (temp 4-component vector of float) -0:48 Color: direct index for structure (temp 4-component vector of float) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 Constant: @@ -360,15 +360,15 @@ gl_FragCoord origin is upper left 0:48 1.000000 0:49 move second child to first child (temp float) 0:49 Depth: direct index for structure (temp float FragDepth) -0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:49 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:49 Constant: 0:49 1 (const int) 0:49 Constant: 0:49 1.000000 0:51 Sequence -0:51 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:51 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -445,6 +445,7 @@ gl_FragCoord origin is upper left Decorate 120(g_tTexcdf4) DescriptorSet 0 Decorate 129(g_tTexcdi4) DescriptorSet 0 Decorate 138(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 144(PS_OUTPUT) 0 Location 0 MemberDecorate 144(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 158(g_sSamp2d) DescriptorSet 0 Decorate 159(g_tTex1df4a) DescriptorSet 0 diff --git a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out index aafcb825..088c465e 100644 --- a/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.samplelevel.basic.dx10.vert.out @@ -1,7 +1,7 @@ hlsl.samplelevel.basic.dx10.vert Shader version: 450 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -152,8 +152,8 @@ Shader version: 450 0:44 Constant: 0:44 0.750000 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 FragCoord) -0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float Position) +0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -162,9 +162,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -188,7 +188,7 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos}) +0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos}) 0:27 Function Parameters: 0:? Sequence 0:30 Sequence @@ -339,8 +339,8 @@ Shader version: 450 0:44 Constant: 0:44 0.750000 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 FragCoord) -0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:46 Pos: direct index for structure (temp 4-component vector of float Position) +0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:46 Constant: 0:46 0 (const int) 0:? Constant: @@ -349,9 +349,9 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos}) -0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos}) +0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos}) +0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos}) +0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -424,7 +424,7 @@ Shader version: 450 Decorate 120(g_tTexcdf4) DescriptorSet 0 Decorate 129(g_tTexcdi4) DescriptorSet 0 Decorate 138(g_tTexcdu4) DescriptorSet 0 - MemberDecorate 144(VS_OUTPUT) 0 BuiltIn FragCoord + MemberDecorate 144(VS_OUTPUT) 0 BuiltIn Position Decorate 155(g_tTex1df4a) DescriptorSet 0 Decorate 155(g_tTex1df4a) Binding 1 2: TypeVoid diff --git a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out index 2dc61c75..ddda3b39 100644 --- a/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offset.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -141,8 +141,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -152,15 +152,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -185,7 +185,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:28 Function Parameters: 0:? Sequence 0:31 Sequence @@ -324,8 +324,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? -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 FragDepth Depth}) +0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:45 Constant: 0:45 0 (const int) 0:45 Constant: @@ -335,15 +335,15 @@ gl_FragCoord origin is upper left 0:45 1.000000 0:46 move second child to first child (temp float) 0:46 Depth: direct index for structure (temp float FragDepth) -0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 1.000000 0:48 Sequence -0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:48 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -412,6 +412,7 @@ gl_FragCoord origin is upper left Decorate 93(g_tTex3df4) DescriptorSet 0 Decorate 106(g_tTex3di4) DescriptorSet 0 Decorate 117(g_tTex3du4) DescriptorSet 0 + MemberDecorate 128(PS_OUTPUT) 0 Location 0 MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 140(g_tTex1df4a) DescriptorSet 0 Decorate 140(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out index bc3c4ae2..69b65440 100644 --- a/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out @@ -2,7 +2,7 @@ hlsl.samplelevel.offsetarray.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -96,8 +96,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -107,15 +107,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -134,7 +134,7 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:38 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence @@ -228,8 +228,8 @@ gl_FragCoord origin is upper left 0:? 0 (const int) 0:? 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 FragDepth Depth}) +0:33 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: @@ -239,15 +239,15 @@ gl_FragCoord origin is upper left 0:33 1.000000 0:34 move second child to first child (temp float) 0:34 Depth: direct index for structure (temp float FragDepth) -0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Sequence -0:36 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth}) -0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) +0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth}) 0:36 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) @@ -298,6 +298,7 @@ gl_FragCoord origin is upper left Decorate 60(g_tTex2df4) DescriptorSet 0 Decorate 73(g_tTex2di4) DescriptorSet 0 Decorate 84(g_tTex2du4) DescriptorSet 0 + MemberDecorate 94(PS_OUTPUT) 0 Location 0 MemberDecorate 94(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 106(g_tTex1df4a) DescriptorSet 0 Decorate 106(g_tTex1df4a) Binding 1 diff --git a/Test/baseResults/hlsl.scope.frag.out b/Test/baseResults/hlsl.scope.frag.out index 20e5c14c..ba0c2d53 100755 --- a/Test/baseResults/hlsl.scope.frag.out +++ b/Test/baseResults/hlsl.scope.frag.out @@ -4,7 +4,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:31 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:4 'x' (temp int) 0:? Sequence @@ -48,7 +48,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:31 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:4 'x' (temp int) 0:? Sequence diff --git a/Test/baseResults/hlsl.semicolons.frag.out b/Test/baseResults/hlsl.semicolons.frag.out index 470556ed..ce7ae918 100644 --- a/Test/baseResults/hlsl.semicolons.frag.out +++ b/Test/baseResults/hlsl.semicolons.frag.out @@ -6,12 +6,12 @@ gl_FragCoord origin is upper left 0:2 Function Parameters: 0:8 Function Definition: MyFunc2( (global void) 0:8 Function Parameters: -0:18 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child (temp 4-component vector of float) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -20,9 +20,9 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Sequence -0:17 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:17 'ps_output' (temp structure{temp 4-component vector of float color}) +0:17 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:17 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:17 Branch: Return 0:? Linker Objects @@ -37,12 +37,12 @@ gl_FragCoord origin is upper left 0:2 Function Parameters: 0:8 Function Definition: MyFunc2( (global void) 0:8 Function Parameters: -0:18 Function Definition: main( (global structure{temp 4-component vector of float color}) +0:18 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child (temp 4-component vector of float) -0:16 color: direct index for structure (temp 4-component vector of float) -0:16 'ps_output' (temp structure{temp 4-component vector of float color}) +0:16 color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:16 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: @@ -51,9 +51,9 @@ gl_FragCoord origin is upper left 0:16 1.000000 0:16 1.000000 0:17 Sequence -0:17 move second child to first child (temp structure{temp 4-component vector of float color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float color}) -0:17 'ps_output' (temp structure{temp 4-component vector of float color}) +0:17 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float color}) +0:17 'ps_output' (temp structure{layout(location=0 ) temp 4-component vector of float color}) 0:17 Branch: Return 0:? Linker Objects @@ -73,6 +73,7 @@ gl_FragCoord origin is upper left MemberName 12(PS_OUTPUT) 0 "color" Name 14 "ps_output" Name 22 "@entryPointOutput" + MemberDecorate 12(PS_OUTPUT) 0 Location 0 2: TypeVoid 3: TypeFunction 2 10: TypeFloat 32 diff --git a/Test/baseResults/hlsl.sin.frag.out b/Test/baseResults/hlsl.sin.frag.out index d4309427..ab72308a 100755 --- a/Test/baseResults/hlsl.sin.frag.out +++ b/Test/baseResults/hlsl.sin.frag.out @@ -4,13 +4,13 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:3 sine (global 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:? Linker Objects @@ -23,13 +23,13 @@ gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) 0:3 sine (global 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:? Linker Objects @@ -45,6 +45,7 @@ gl_FragCoord origin is upper left Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" Name 11 "input" + Decorate 11(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index e5fbf654..16e1fba4 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -2,12 +2,12 @@ hlsl.stringtoken.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:21 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color}) 0:16 Function Parameters: 0:? Sequence 0:18 move second child to first child (temp 4-component vector of float) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:18 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:? Constant: @@ -16,9 +16,9 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 1.000000 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float Color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color}) -0:19 'psout' (temp structure{temp 4-component vector of float Color}) +0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color}) +0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:19 Branch: Return 0:? Linker Objects 0:? 'TestTexture' (uniform texture2D) @@ -31,12 +31,12 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:21 Function Definition: main( (global structure{temp 4-component vector of float Color}) +0:21 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color}) 0:16 Function Parameters: 0:? Sequence 0:18 move second child to first child (temp 4-component vector of float) -0:18 Color: direct index for structure (temp 4-component vector of float) -0:18 'psout' (temp structure{temp 4-component vector of float Color}) +0:18 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float) +0:18 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:? Constant: @@ -45,9 +45,9 @@ gl_FragCoord origin is upper left 0:? 0.000000 0:? 1.000000 0:19 Sequence -0:19 move second child to first child (temp structure{temp 4-component vector of float Color}) -0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color}) -0:19 'psout' (temp structure{temp 4-component vector of float Color}) +0:19 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color}) +0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color}) +0:19 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color}) 0:19 Branch: Return 0:? Linker Objects 0:? 'TestTexture' (uniform texture2D) @@ -69,6 +69,7 @@ gl_FragCoord origin is upper left Name 19 "@entryPointOutput" Name 24 "TestTexture" Name 26 "TestUF" + MemberDecorate 8(PS_OUTPUT) 0 Location 0 Decorate 24(TestTexture) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index fed3a893..36fa18f0 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -8,7 +8,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:34 Function Parameters: -0:34 'input' (in 4-component vector of float) +0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) @@ -18,19 +18,19 @@ gl_FragCoord origin is upper left 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) -0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) -0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) +0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) +0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:40 Constant: 0:40 7 (const int) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:42 'input' (in 4-component vector of float) +0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) +0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) @@ -43,7 +43,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:34 Function Parameters: -0:34 'input' (in 4-component vector of float) +0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) @@ -53,19 +53,19 @@ gl_FragCoord origin is upper left 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) -0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) -0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) +0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) +0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:40 Constant: 0:40 7 (const int) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:42 'input' (in 4-component vector of float) +0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) +0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) @@ -106,7 +106,7 @@ gl_FragCoord origin is upper left Name 44 "ff5" Name 45 "ff6" MemberDecorate 25 4 BuiltIn FrontFacing - MemberDecorate 25 7 BuiltIn FragCoord + Decorate 36(input) Location 0 Decorate 44(ff5) Offset 20 Decorate 44(ff5) Binding 5 Decorate 45(ff6) Offset 36 diff --git a/Test/baseResults/hlsl.switch.frag.out b/Test/baseResults/hlsl.switch.frag.out index ba5ce50d..7185eb04 100755 --- a/Test/baseResults/hlsl.switch.frag.out +++ b/Test/baseResults/hlsl.switch.frag.out @@ -4,14 +4,14 @@ gl_FragCoord origin is upper left 0:? Sequence 0:56 Function Definition: PixelShaderFunction(vf4;i1;i1; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) -0:2 'c' (in int) -0:2 'd' (in int) +0:2 'input' (layout(location=0 ) in 4-component vector of float) +0:2 'c' (layout(location=1 ) in int) +0:2 'd' (layout(location=2 ) in int) 0:? Sequence -0:3 'c' (in int) +0:3 'c' (layout(location=1 ) in int) 0:7 switch 0:7 condition -0:7 'c' (in int) +0:7 'c' (layout(location=1 ) in int) 0:7 body 0:7 Sequence 0:9 default: @@ -19,7 +19,7 @@ gl_FragCoord origin is upper left 0:7 Branch: Break 0:12 switch 0:12 condition -0:12 'c' (in int) +0:12 'c' (layout(location=1 ) in int) 0:12 body 0:12 Sequence 0:13 case: with expression @@ -27,18 +27,18 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:? Sequence 0:14 Pre-Increment (temp 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence 0:17 Pre-Decrement (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) +0:17 'input' (layout(location=0 ) in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition -0:21 'c' (in int) +0:21 'c' (layout(location=1 ) in int) 0:21 body 0:21 Sequence 0:22 case: with expression @@ -46,7 +46,7 @@ gl_FragCoord origin is upper left 0:22 1 (const int) 0:? Sequence 0:23 Pre-Increment (temp 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: @@ -54,7 +54,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:26 switch 0:26 condition -0:26 'd' (in int) +0:26 'd' (layout(location=2 ) in int) 0:26 body 0:26 Sequence 0:27 case: with expression @@ -62,7 +62,7 @@ gl_FragCoord origin is upper left 0:27 2 (const int) 0:? Sequence 0:28 add second child into first child (temp 4-component vector of float) -0:28 'input' (in 4-component vector of float) +0:28 'input' (layout(location=0 ) in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break @@ -71,7 +71,7 @@ gl_FragCoord origin is upper left 0:30 3 (const int) 0:? Sequence 0:31 add second child into first child (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) +0:31 'input' (layout(location=0 ) in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break @@ -79,12 +79,12 @@ gl_FragCoord origin is upper left 0:35 default: 0:? Sequence 0:36 add second child into first child (temp 4-component vector of float) -0:36 'input' (in 4-component vector of float) +0:36 'input' (layout(location=0 ) in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition -0:39 'c' (in int) +0:39 'c' (layout(location=1 ) in int) 0:39 body 0:39 Sequence 0:40 case: with expression @@ -94,7 +94,7 @@ gl_FragCoord origin is upper left 0:39 Branch: Break 0:43 switch 0:43 condition -0:43 'c' (in int) +0:43 'c' (layout(location=1 ) in int) 0:43 body 0:43 Sequence 0:44 case: with expression @@ -108,7 +108,7 @@ gl_FragCoord origin is upper left 0:46 3 (const int) 0:? Sequence 0:47 Pre-Increment (temp 4-component vector of float) -0:47 'input' (in 4-component vector of float) +0:47 'input' (layout(location=0 ) in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: @@ -118,11 +118,11 @@ gl_FragCoord origin is upper left 0:50 5 (const int) 0:? Sequence 0:51 Pre-Decrement (temp 4-component vector of float) -0:51 'input' (in 4-component vector of float) +0:51 'input' (layout(location=0 ) in 4-component vector of float) 0:54 Sequence 0:54 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:54 'input' (in 4-component vector of float) +0:54 'input' (layout(location=0 ) in 4-component vector of float) 0:54 Branch: Return 0:? Linker Objects @@ -135,14 +135,14 @@ gl_FragCoord origin is upper left 0:? Sequence 0:56 Function Definition: PixelShaderFunction(vf4;i1;i1; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) -0:2 'c' (in int) -0:2 'd' (in int) +0:2 'input' (layout(location=0 ) in 4-component vector of float) +0:2 'c' (layout(location=1 ) in int) +0:2 'd' (layout(location=2 ) in int) 0:? Sequence -0:3 'c' (in int) +0:3 'c' (layout(location=1 ) in int) 0:7 switch 0:7 condition -0:7 'c' (in int) +0:7 'c' (layout(location=1 ) in int) 0:7 body 0:7 Sequence 0:9 default: @@ -150,7 +150,7 @@ gl_FragCoord origin is upper left 0:7 Branch: Break 0:12 switch 0:12 condition -0:12 'c' (in int) +0:12 'c' (layout(location=1 ) in int) 0:12 body 0:12 Sequence 0:13 case: with expression @@ -158,18 +158,18 @@ gl_FragCoord origin is upper left 0:13 1 (const int) 0:? Sequence 0:14 Pre-Increment (temp 4-component vector of float) -0:14 'input' (in 4-component vector of float) +0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence 0:17 Pre-Decrement (temp 4-component vector of float) -0:17 'input' (in 4-component vector of float) +0:17 'input' (layout(location=0 ) in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition -0:21 'c' (in int) +0:21 'c' (layout(location=1 ) in int) 0:21 body 0:21 Sequence 0:22 case: with expression @@ -177,7 +177,7 @@ gl_FragCoord origin is upper left 0:22 1 (const int) 0:? Sequence 0:23 Pre-Increment (temp 4-component vector of float) -0:23 'input' (in 4-component vector of float) +0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: @@ -185,7 +185,7 @@ gl_FragCoord origin is upper left 0:? Sequence 0:26 switch 0:26 condition -0:26 'd' (in int) +0:26 'd' (layout(location=2 ) in int) 0:26 body 0:26 Sequence 0:27 case: with expression @@ -193,7 +193,7 @@ gl_FragCoord origin is upper left 0:27 2 (const int) 0:? Sequence 0:28 add second child into first child (temp 4-component vector of float) -0:28 'input' (in 4-component vector of float) +0:28 'input' (layout(location=0 ) in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break @@ -202,7 +202,7 @@ gl_FragCoord origin is upper left 0:30 3 (const int) 0:? Sequence 0:31 add second child into first child (temp 4-component vector of float) -0:31 'input' (in 4-component vector of float) +0:31 'input' (layout(location=0 ) in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break @@ -210,12 +210,12 @@ gl_FragCoord origin is upper left 0:35 default: 0:? Sequence 0:36 add second child into first child (temp 4-component vector of float) -0:36 'input' (in 4-component vector of float) +0:36 'input' (layout(location=0 ) in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition -0:39 'c' (in int) +0:39 'c' (layout(location=1 ) in int) 0:39 body 0:39 Sequence 0:40 case: with expression @@ -225,7 +225,7 @@ gl_FragCoord origin is upper left 0:39 Branch: Break 0:43 switch 0:43 condition -0:43 'c' (in int) +0:43 'c' (layout(location=1 ) in int) 0:43 body 0:43 Sequence 0:44 case: with expression @@ -239,7 +239,7 @@ gl_FragCoord origin is upper left 0:46 3 (const int) 0:? Sequence 0:47 Pre-Increment (temp 4-component vector of float) -0:47 'input' (in 4-component vector of float) +0:47 'input' (layout(location=0 ) in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: @@ -249,11 +249,11 @@ gl_FragCoord origin is upper left 0:50 5 (const int) 0:? Sequence 0:51 Pre-Decrement (temp 4-component vector of float) -0:51 'input' (in 4-component vector of float) +0:51 'input' (layout(location=0 ) in 4-component vector of float) 0:54 Sequence 0:54 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:54 'input' (in 4-component vector of float) +0:54 'input' (layout(location=0 ) in 4-component vector of float) 0:54 Branch: Return 0:? Linker Objects @@ -271,6 +271,9 @@ gl_FragCoord origin is upper left Name 21 "input" Name 41 "d" Name 81 "@entryPointOutput" + Decorate 8(c) Location 1 + Decorate 21(input) Location 0 + Decorate 41(d) Location 2 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 diff --git a/Test/baseResults/hlsl.void.frag.out b/Test/baseResults/hlsl.void.frag.out index 830cff7a..df1ef864 100755 --- a/Test/baseResults/hlsl.void.frag.out +++ b/Test/baseResults/hlsl.void.frag.out @@ -8,7 +8,7 @@ gl_FragCoord origin is upper left 0:2 Function Parameters: 0:8 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:5 Function Parameters: -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:6 Function Call: foo1( (global void) 0:7 Function Call: foo2( (global void) @@ -27,7 +27,7 @@ gl_FragCoord origin is upper left 0:2 Function Parameters: 0:8 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:5 Function Parameters: -0:5 'input' (in 4-component vector of float) +0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:6 Function Call: foo1( (global void) 0:7 Function Call: foo2( (global void) diff --git a/Test/baseResults/hlsl.whileLoop.frag.out b/Test/baseResults/hlsl.whileLoop.frag.out index 3d2ba925..a3fb1986 100755 --- a/Test/baseResults/hlsl.whileLoop.frag.out +++ b/Test/baseResults/hlsl.whileLoop.frag.out @@ -4,19 +4,19 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition 0:3 Compare Not Equal (temp bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:4 Loop with condition tested first 0:4 Loop Condition @@ -44,19 +44,19 @@ gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:2 Function Parameters: -0:2 'input' (in 4-component vector of float) +0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition 0:3 Compare Not Equal (temp bool) -0:3 'input' (in 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (out 4-component vector of float) -0:3 'input' (in 4-component vector of float) +0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:4 Loop with condition tested first 0:4 Loop Condition @@ -87,6 +87,7 @@ gl_FragCoord origin is upper left Name 4 "PixelShaderFunction" Name 14 "input" Name 22 "@entryPointOutput" + Decorate 14(input) Location 0 2: TypeVoid 3: TypeFunction 2 11: TypeFloat 32 diff --git a/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out b/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out index 297730e9..fdb0d34b 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.everything.frag.out @@ -30,6 +30,7 @@ Linked fragment stage: Decorate 3789 DescriptorSet 0 Decorate 3805 DescriptorSet 0 Decorate 3869 DescriptorSet 0 + MemberDecorate 1032 0 Location 0 MemberDecorate 1032 1 BuiltIn FragDepth 8: TypeVoid 1282: TypeFunction 8 diff --git a/Test/baseResults/remap.hlsl.sample.basic.none.frag.out b/Test/baseResults/remap.hlsl.sample.basic.none.frag.out index fe4d1b05..db03ad9d 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.none.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.none.frag.out @@ -78,6 +78,7 @@ Linked fragment stage: Decorate 147(g_tTexcdf4) DescriptorSet 0 Decorate 156(g_tTexcdi4) DescriptorSet 0 Decorate 165(g_tTexcdu4) DescriptorSet 0 + MemberDecorate 171(PS_OUTPUT) 0 Location 0 MemberDecorate 171(PS_OUTPUT) 1 BuiltIn FragDepth Decorate 182(g_sSamp2d) DescriptorSet 0 Decorate 183(g_sSamp2D_b) DescriptorSet 0 diff --git a/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out b/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out index d7f3003e..fe865a16 100644 --- a/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out +++ b/Test/baseResults/remap.hlsl.sample.basic.strip.frag.out @@ -30,6 +30,7 @@ Linked fragment stage: Decorate 147 DescriptorSet 0 Decorate 156 DescriptorSet 0 Decorate 165 DescriptorSet 0 + MemberDecorate 171 0 Location 0 MemberDecorate 171 1 BuiltIn FragDepth Decorate 182 DescriptorSet 0 Decorate 183 DescriptorSet 0 diff --git a/glslang/Include/revision.h b/glslang/Include/revision.h index 6577370b..31e43ca9 100644 --- a/glslang/Include/revision.h +++ b/glslang/Include/revision.h @@ -2,5 +2,5 @@ // For the version, it uses the latest git tag followed by the number of commits. // For the date, it uses the current date (when then script is run). -#define GLSLANG_REVISION "Overload400-PrecQual.1447" +#define GLSLANG_REVISION "Overload400-PrecQual.1452" #define GLSLANG_DATE "29-Aug-2016"