/third_party/glslang/Test/baseResults/ |
D | hlsl.rw.atomics.frag.out | 9 0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) 10 0:50 i1: direct index for structure ( uniform int) 11 …uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vecto… 14 0:50 i1b: direct index for structure ( uniform int) 15 …uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vecto… 21 0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) 22 0:51 i1: direct index for structure ( uniform int) 23 …uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vecto… 26 0:51 i1: direct index for structure ( uniform int) 27 …uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vecto… [all …]
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D | hlsl.intrinsics.promote.frag.out | 13 0:23 b: direct index for structure ( uniform bool) 14 …uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-compo… 17 0:23 f: direct index for structure ( uniform float) 18 …uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-compo… 26 0:24 b: direct index for structure ( uniform bool) 27 …uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-compo… 30 0:24 u: direct index for structure ( uniform uint) 31 …uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-compo… 39 0:25 b: direct index for structure ( uniform bool) 40 …uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-compo… [all …]
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D | hlsl.gatherRGBA.offset.dx10.frag.out | 14 0:46 'g_tTex2df4' ( uniform texture2D) 15 0:46 'g_sSamp' (layout( binding=0) uniform sampler) 16 0:46 c2: direct index for structure ( uniform 2-component vector of float) 17 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… 20 0:46 o2: direct index for structure ( uniform 2-component vector of int) 21 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… 31 0:47 'g_tTex2di4' ( uniform itexture2D) 32 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 33 0:47 c2: direct index for structure ( uniform 2-component vector of float) 34 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… [all …]
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D | hlsl.gatherRGBA.offsetarray.dx10.frag.out | 14 0:40 'g_tTex2df4a' ( uniform texture2DArray) 15 0:40 'g_sSamp' (layout( binding=0) uniform sampler) 16 0:40 c3: direct index for structure ( uniform 3-component vector of float) 17 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… 20 0:40 o2: direct index for structure ( uniform 2-component vector of int) 21 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… 31 0:41 'g_tTex2di4a' ( uniform itexture2DArray) 32 0:41 'g_sSamp' (layout( binding=0) uniform sampler) 33 0:41 c3: direct index for structure ( uniform 3-component vector of float) 34 …uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vec… [all …]
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D | hlsl.promotions.frag.out | 27 0:26 i3: direct index for structure ( uniform 3-component vector of int) 28 …uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, unif… 33 0:26 i3: direct index for structure ( uniform 3-component vector of int) 34 …uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, unif… 44 0:27 u3: direct index for structure ( uniform 3-component vector of uint) 45 …uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, unif… 50 0:27 u3: direct index for structure ( uniform 3-component vector of uint) 51 …uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, unif… 61 0:28 b3: direct index for structure ( uniform 3-component vector of bool) 62 …uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, unif… [all …]
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D | hlsl.load.offset.dx10.frag.out | 10 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 12 0:52 c2: direct index for structure ( uniform 2-component vector of int) 13 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 20 0:52 c2: direct index for structure ( uniform 2-component vector of int) 21 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 26 0:52 o1: direct index for structure ( uniform int) 27 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 31 0:53 'g_tTex1di4' ( uniform itexture1D) 33 0:53 c2: direct index for structure ( uniform 2-component vector of int) 34 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … [all …]
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D | hlsl.rw.scalar.bracket.frag.out | 52 0:50 c1: direct index for structure ( uniform int) 53 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 60 0:57 'g_tTex1df1' (layout( r32f) uniform image1D) 61 0:57 c1: direct index for structure ( uniform int) 62 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 69 0:59 'g_tTex1df1' (layout( r32f) uniform image1D) 70 0:59 c1: direct index for structure ( uniform int) 71 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 78 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) 79 0:60 c1: direct index for structure ( uniform int) [all …]
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D | hlsl.load.2dms.dx10.frag.out | 10 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) 11 0:32 c2: direct index for structure ( uniform 2-component vector of int) 12 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 18 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) 19 0:33 c2: direct index for structure ( uniform 2-component vector of int) 20 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 26 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) 27 0:34 c2: direct index for structure ( uniform 2-component vector of int) 28 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 34 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) [all …]
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D | hlsl.load.basic.dx10.vert.out | 8 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) 10 0:51 c2: direct index for structure ( uniform 2-component vector of int) 11 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 18 0:51 c2: direct index for structure ( uniform 2-component vector of int) 19 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 25 0:52 'g_tTex1di4' ( uniform itexture1D) 27 0:52 c2: direct index for structure ( uniform 2-component vector of int) 28 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 35 0:52 c2: direct index for structure ( uniform 2-component vector of int) 36 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … [all …]
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D | hlsl.amend.frag.out | 9 0:3 a: direct index for structure ( uniform 4-component vector of float) 10 …std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-compone… 13 0:3 b: direct index for structure ( uniform float) 14 …std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-compone… 21 0:6 a: direct index for structure ( uniform 4-component vector of float) 22 …std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-compone… 25 0:6 b: direct index for structure ( uniform float) 26 …std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-compone… 39 0:13 a: direct index for structure ( uniform 4-component vector of float) 40 …std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-compone… [all …]
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D | hlsl.load.basic.dx10.frag.out | 10 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 12 0:52 c2: direct index for structure ( uniform 2-component vector of int) 13 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 20 0:52 c2: direct index for structure ( uniform 2-component vector of int) 21 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 27 0:53 'g_tTex1di4' ( uniform itexture1D) 29 0:53 c2: direct index for structure ( uniform 2-component vector of int) 30 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 37 0:53 c2: direct index for structure ( uniform 2-component vector of int) 38 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … [all …]
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D | hlsl.load.offsetarray.dx10.frag.out | 10 0:52 'g_tTex1df4a' ( uniform texture1DArray) 12 0:52 c3: direct index for structure ( uniform 3-component vector of int) 13 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 22 0:52 c3: direct index for structure ( uniform 3-component vector of int) 23 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 28 0:52 o1: direct index for structure ( uniform int) 29 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 33 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 35 0:53 c3: direct index for structure ( uniform 3-component vector of int) 36 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … [all …]
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D | hlsl.rw.bracket.frag.out | 61 0:50 c4: direct index for structure ( uniform 4-component vector of int) 62 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 69 0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 70 0:57 c1: direct index for structure ( uniform int) 71 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 78 0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 79 0:59 c1: direct index for structure ( uniform int) 80 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 87 0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 88 0:60 c1: direct index for structure ( uniform int) [all …]
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D | hlsl.rw.vec2.bracket.frag.out | 55 0:50 c2: direct index for structure ( uniform 2-component vector of int) 56 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 63 0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) 64 0:57 c1: direct index for structure ( uniform int) 65 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 72 0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) 73 0:59 c1: direct index for structure ( uniform int) 74 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 81 0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) 82 0:60 c1: direct index for structure ( uniform int) [all …]
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D | hlsl.load.rwtexture.dx10.frag.out | 10 0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 11 0:44 c1: direct index for structure ( uniform int) 12 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 16 0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 17 0:45 c1: direct index for structure ( uniform int) 18 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 22 0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 23 0:46 c1: direct index for structure ( uniform int) 24 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 28 0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) [all …]
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D | hlsl.load.array.dx10.frag.out | 10 0:52 'g_tTex1df4a' ( uniform texture1DArray) 12 0:52 c3: direct index for structure ( uniform 3-component vector of int) 13 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 22 0:52 c3: direct index for structure ( uniform 3-component vector of int) 23 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 29 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 31 0:53 c3: direct index for structure ( uniform 3-component vector of int) 32 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 41 0:53 c3: direct index for structure ( uniform 3-component vector of int) 42 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … [all …]
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D | hlsl.promote.binary.frag.out | 10 0:15 ival: direct index for structure ( uniform int) 11 …uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, u… 14 0:15 fval: direct index for structure ( uniform float) 15 …uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, u… 20 0:16 ival4: direct index for structure ( uniform 4-component vector of int) 21 …uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, u… 24 0:16 fval4: direct index for structure ( uniform 4-component vector of float) 25 …uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, u… 30 0:18 bval: direct index for structure ( uniform bool) 31 …uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, u… [all …]
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D | hlsl.tx.bracket.frag.out | 28 0:42 c4: direct index for structure ( uniform 4-component vector of int) 29 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 36 0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D) 37 0:49 c1: direct index for structure ( uniform int) 38 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 47 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) 48 0:51 c1: direct index for structure ( uniform int) 49 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 58 0:52 'g_tTex1di4' ( uniform itexture1D) 59 0:52 c1: direct index for structure ( uniform int) [all …]
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D | hlsl.mul-truncate.frag.out | 21 0:20 v2: direct index for structure (layout( row_major std140) uniform 2-component vecto… 22 …uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140)… 26 0:20 v3: direct index for structure (layout( row_major std140) uniform 3-component vec… 27 …uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140)… 35 0:21 v4: direct index for structure (layout( row_major std140) uniform 4-component vec… 36 …uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140)… 39 0:21 v2: direct index for structure (layout( row_major std140) uniform 2-component vecto… 40 …uniform block{layout( row_major std140) uniform 4X4 matrix of float m44, layout( row_major std140)… 47 0:24 Construct mat3x4 ( uniform 3X4 matrix of float) 48 0:24 m44: direct index for structure (layout( row_major std140) uniform 4X4 matrix of … [all …]
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D | hlsl.gatherRGBA.basic.dx10.frag.out | 14 0:39 'g_tTex2df4' ( uniform texture2D) 15 0:39 'g_sSamp' (layout( binding=0) uniform sampler) 16 0:39 c2: direct index for structure ( uniform 2-component vector of float) 17 …_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform … 27 0:40 'g_tTex2di4' ( uniform itexture2D) 28 0:40 'g_sSamp' (layout( binding=0) uniform sampler) 29 0:40 c2: direct index for structure ( uniform 2-component vector of float) 30 …_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform … 40 0:41 'g_tTex2du4' ( uniform utexture2D) 41 0:41 'g_sSamp' (layout( binding=0) uniform sampler) [all …]
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D | hlsl.load.rwtexture.array.dx10.frag.out | 10 0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) 11 0:44 c2: direct index for structure ( uniform 2-component vector of int) 12 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 16 0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) 17 0:45 c2: direct index for structure ( uniform 2-component vector of int) 18 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 22 0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) 23 0:46 c2: direct index for structure ( uniform 2-component vector of int) 24 …uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector … 28 0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) [all …]
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D | hlsl.gatherRGBA.array.dx10.frag.out | 14 0:33 'g_tTex2df4a' ( uniform texture2DArray) 15 0:33 'g_sSamp' (layout( binding=0) uniform sampler) 16 0:33 c3: direct index for structure ( uniform 3-component vector of float) 17 …_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform … 27 0:34 'g_tTex2di4a' ( uniform itexture2DArray) 28 0:34 'g_sSamp' (layout( binding=0) uniform sampler) 29 0:34 c3: direct index for structure ( uniform 3-component vector of float) 30 …_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform … 40 0:35 'g_tTex2du4a' ( uniform utexture2DArray) 41 0:35 'g_sSamp' (layout( binding=0) uniform sampler) [all …]
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D | hlsl.logical.binary.vec.frag.out | 12 0:11 b4a: direct index for structure ( uniform 4-component vector of bool) 13 …_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector … 20 0:12 b4a: direct index for structure ( uniform 4-component vector of bool) 21 …_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector … 24 0:12 b4b: direct index for structure ( uniform 4-component vector of bool) 25 …_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector … 32 0:13 b4a: direct index for structure ( uniform 4-component vector of bool) 33 …_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector … 36 0:13 b4b: direct index for structure ( uniform 4-component vector of bool) 37 …_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector … [all …]
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/third_party/glslang/Test/ |
D | loopsArtificial.frag | 2 uniform vec4 bigColor; 3 uniform vec4 bigColor1_1; 4 uniform vec4 bigColor1_2; 5 uniform vec4 bigColor1_3; 6 uniform vec4 bigColor2; 7 uniform vec4 bigColor3; 8 uniform vec4 bigColor4; 9 uniform vec4 bigColor5; 10 uniform vec4 bigColor6; 11 uniform vec4 bigColor7; [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders/desktop-only/comp/ |
D | image-formats.desktop.noeliminate.comp | 4 layout(rgba32f, binding = 0) uniform image2D uImg00; 5 layout(rgba16f, binding = 1) uniform image2D uImg01; 6 layout(rg32f, binding = 2) uniform image2D uImg02; 7 layout(rg16f, binding = 3) uniform image2D uImg03; 8 layout(r11f_g11f_b10f, binding = 4) uniform image2D uImg04; 9 layout(r32f, binding = 5) uniform image2D uImg05; 10 layout(r16f, binding = 6) uniform image2D uImg06; 11 layout(rgba16, binding = 7) uniform image2D uImg07; 12 layout(rgb10_a2, binding = 8) uniform image2D uImg08; 13 layout(rgba8, binding = 9) uniform image2D uImg09; [all …]
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