Fix debug info file and source strings

The file and source text was not being set correctly in the test output.
This change makes the test fixture consistent with the command line
behavior, "-gVS", which was my original intent when I added these tests.
This commit is contained in:
Jeremy Hayes 2023-10-24 13:07:31 -06:00 committed by arcady-lunarg
parent b0df68c490
commit bf08e1db5c
12 changed files with 2155 additions and 1268 deletions

View file

@ -1,18 +1,18 @@
spv.debuginfo.glsl.tese
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 356
// Id's are bound by 357
Capability Tessellation
Extension "SPV_KHR_non_semantic_info"
1: ExtInstImport "NonSemantic.Shader.DebugInfo.100"
3: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint TessellationEvaluation 14 "main" 47 66 93 116 143 183 300 315 323 336 343
EntryPoint TessellationEvaluation 14 "main" 47 66 93 116 143 183 300 316 324 337 344
ExecutionMode 14 Quads
ExecutionMode 14 SpacingEqual
ExecutionMode 14 VertexOrderCw
2: String ""
2: String "spv.debuginfo.glsl.tese"
8: String "uint"
16: String "main"
19: String "// OpModuleProcessed auto-map-locations
@ -22,6 +22,84 @@ spv.debuginfo.glsl.tese
// OpModuleProcessed keep-uncalled
// OpModuleProcessed entry-point main
#line 1
/*
The MIT License (MIT)
Copyright (c) 2022 Sascha Willems
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#version 450
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
vec4 frustumPlanes[6];
float displacementFactor;
float tessellationFactor;
vec2 viewportDim;
float tessellatedEdgeSize;
} ubo;
layout (set = 0, binding = 1) uniform sampler2D displacementMap;
layout(quads, equal_spacing, cw) in;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec3 outEyePos;
layout (location = 5) out vec3 outWorldPos;
void main()
{
// Interpolate UV coordinates
vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
outUV = mix(uv1, uv2, gl_TessCoord.y);
vec3 n1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
vec3 n2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
outNormal = mix(n1, n2, gl_TessCoord.y);
// Interpolate positions
vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
// Displace
pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
// Perspective projection
gl_Position = ubo.projection * ubo.modelview * pos;
// Calculate vectors for lighting based on tessellated position
outViewVec = -pos.xyz;
outLightVec = normalize(ubo.lightPos.xyz + outViewVec);
outWorldPos = pos.xyz;
outEyePos = vec3(ubo.modelview * pos);
}
"
29: String "float"
38: String "uv1"
@ -55,10 +133,11 @@ spv.debuginfo.glsl.tese
266: String "viewportDim"
270: String "UBO"
275: String "ubo"
317: String "outViewVec"
325: String "outLightVec"
338: String "outWorldPos"
345: String "outEyePos"
302: String ""
318: String "outViewVec"
326: String "outLightVec"
339: String "outWorldPos"
346: String "outEyePos"
Name 14 "main"
Name 36 "uv1"
Name 47 "inUV"
@ -95,10 +174,10 @@ spv.debuginfo.glsl.tese
MemberName 288(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 288(gl_PerVertex) 3 "gl_CullDistance"
Name 300 ""
Name 315 "outViewVec"
Name 323 "outLightVec"
Name 336 "outWorldPos"
Name 343 "outEyePos"
Name 316 "outViewVec"
Name 324 "outLightVec"
Name 337 "outWorldPos"
Name 344 "outEyePos"
Decorate 47(inUV) Location 1
Decorate 66(gl_TessCoord) BuiltIn TessCoord
Decorate 93(outUV) Location 1
@ -132,10 +211,10 @@ spv.debuginfo.glsl.tese
MemberDecorate 288(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 288(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 288(gl_PerVertex) Block
Decorate 315(outViewVec) Location 2
Decorate 323(outLightVec) Location 3
Decorate 336(outWorldPos) Location 5
Decorate 343(outEyePos) Location 4
Decorate 316(outViewVec) Location 2
Decorate 324(outLightVec) Location 3
Decorate 337(outWorldPos) Location 5
Decorate 344(outEyePos) Location 4
4: TypeVoid
5: TypeFunction 4
7: TypeInt 32 0
@ -292,25 +371,25 @@ spv.debuginfo.glsl.tese
298: TypePointer Output 288(gl_PerVertex)
299: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 296 13 12
300: 298(ptr) Variable Output
301: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 2 296 18 297 12 21 2 300 50
302: TypePointer Uniform 243
303: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 244 24 12
312: TypePointer Output 154(fvec4)
313: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 155 13 12
315(outViewVec): 141(ptr) Variable Output
318: 7(int) Constant 74
316: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 317 63 18 318 12 21 317 315(outViewVec) 50
323(outLightVec): 141(ptr) Variable Output
326: 7(int) Constant 75
324: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 325 63 18 326 12 21 325 323(outLightVec) 50
327: TypePointer Uniform 154(fvec4)
328: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 155 24 12
336(outWorldPos): 141(ptr) Variable Output
339: 7(int) Constant 76
337: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 338 63 18 339 12 21 338 336(outWorldPos) 50
343(outEyePos): 141(ptr) Variable Output
346: 7(int) Constant 77
344: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 345 63 18 346 12 21 345 343(outEyePos) 50
301: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 302 296 18 297 12 21 302 300 50
303: TypePointer Uniform 243
304: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 244 24 12
313: TypePointer Output 154(fvec4)
314: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 155 13 12
316(outViewVec): 141(ptr) Variable Output
319: 7(int) Constant 74
317: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 318 63 18 319 12 21 318 316(outViewVec) 50
324(outLightVec): 141(ptr) Variable Output
327: 7(int) Constant 75
325: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 326 63 18 327 12 21 326 324(outLightVec) 50
328: TypePointer Uniform 154(fvec4)
329: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 3(DebugTypePointer) 155 24 12
337(outWorldPos): 141(ptr) Variable Output
340: 7(int) Constant 76
338: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 339 63 18 340 12 21 339 337(outWorldPos) 50
344(outEyePos): 141(ptr) Variable Output
347: 7(int) Constant 77
345: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 18(DebugGlobalVariable) 346 63 18 347 12 21 346 344(outEyePos) 50
14(main): 4 Function None 5
15: Label
36(uv1): 33(ptr) Variable Function
@ -427,42 +506,42 @@ spv.debuginfo.glsl.tese
286: 28(float) FSub 285 281
287: 282(ptr) AccessChain 210(pos) 22
Store 287 286
305: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 297 297 12 12
304: 302(ptr) AccessChain 273(ubo) 54
306: 243 Load 304
307: 302(ptr) AccessChain 273(ubo) 59
308: 243 Load 307
309: 243 MatrixTimesMatrix 306 308
310: 154(fvec4) Load 210(pos)
311: 154(fvec4) MatrixTimesVector 309 310
314: 312(ptr) AccessChain 300 54
Store 314 311
320: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 318 318 12 12
319: 154(fvec4) Load 210(pos)
321: 62(fvec3) VectorShuffle 319 319 0 1 2
322: 62(fvec3) FNegate 321
Store 315(outViewVec) 322
330: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 326 326 12 12
329: 327(ptr) AccessChain 273(ubo) 84
331: 154(fvec4) Load 329
332: 62(fvec3) VectorShuffle 331 331 0 1 2
333: 62(fvec3) Load 315(outViewVec)
334: 62(fvec3) FAdd 332 333
335: 62(fvec3) ExtInst 3(GLSL.std.450) 69(Normalize) 334
Store 323(outLightVec) 335
341: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 339 339 12 12
340: 154(fvec4) Load 210(pos)
342: 62(fvec3) VectorShuffle 340 340 0 1 2
Store 336(outWorldPos) 342
348: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 346 346 12 12
347: 302(ptr) AccessChain 273(ubo) 59
349: 243 Load 347
350: 154(fvec4) Load 210(pos)
351: 154(fvec4) MatrixTimesVector 349 350
352: 28(float) CompositeExtract 351 0
353: 28(float) CompositeExtract 351 1
354: 28(float) CompositeExtract 351 2
355: 62(fvec3) CompositeConstruct 352 353 354
Store 343(outEyePos) 355
306: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 297 297 12 12
305: 303(ptr) AccessChain 273(ubo) 54
307: 243 Load 305
308: 303(ptr) AccessChain 273(ubo) 59
309: 243 Load 308
310: 243 MatrixTimesMatrix 307 309
311: 154(fvec4) Load 210(pos)
312: 154(fvec4) MatrixTimesVector 310 311
315: 313(ptr) AccessChain 300 54
Store 315 312
321: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 319 319 12 12
320: 154(fvec4) Load 210(pos)
322: 62(fvec3) VectorShuffle 320 320 0 1 2
323: 62(fvec3) FNegate 322
Store 316(outViewVec) 323
331: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 327 327 12 12
330: 328(ptr) AccessChain 273(ubo) 84
332: 154(fvec4) Load 330
333: 62(fvec3) VectorShuffle 332 332 0 1 2
334: 62(fvec3) Load 316(outViewVec)
335: 62(fvec3) FAdd 333 334
336: 62(fvec3) ExtInst 3(GLSL.std.450) 69(Normalize) 335
Store 324(outLightVec) 336
342: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 340 340 12 12
341: 154(fvec4) Load 210(pos)
343: 62(fvec3) VectorShuffle 341 341 0 1 2
Store 337(outWorldPos) 343
349: 4 ExtInst 1(NonSemantic.Shader.DebugInfo.100) 103(DebugLine) 18 347 347 12 12
348: 303(ptr) AccessChain 273(ubo) 59
350: 243 Load 348
351: 154(fvec4) Load 210(pos)
352: 154(fvec4) MatrixTimesVector 350 351
353: 28(float) CompositeExtract 352 0
354: 28(float) CompositeExtract 352 1
355: 28(float) CompositeExtract 352 2
356: 62(fvec3) CompositeConstruct 353 354 355
Store 344(outEyePos) 356
Return
FunctionEnd