mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-03 16:41:30 +00:00
02467d8d94
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
99 lines
4.0 KiB
Plaintext
Executable File
99 lines
4.0 KiB
Plaintext
Executable File
hlsl.attribute.frag
|
|
Shader version: 450
|
|
gl_FragCoord origin is upper left
|
|
0:? Sequence
|
|
0:2 Function Definition: @PixelShaderFunction(vf4; (temp void)
|
|
0:2 Function Parameters:
|
|
0:2 'input' (in 4-component vector of float)
|
|
0:? Sequence
|
|
0:11 Test condition and select (temp void)
|
|
0:11 Condition
|
|
0:11 Constant:
|
|
0:11 0 (const int)
|
|
0:11 true case is null
|
|
0:2 Function Definition: PixelShaderFunction( (temp void)
|
|
0:2 Function Parameters:
|
|
0:? Sequence
|
|
0:2 move second child to first child (temp 4-component vector of float)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
|
0:2 Function Call: @PixelShaderFunction(vf4; (temp void)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
|
|
|
|
|
Linked fragment stage:
|
|
|
|
|
|
Shader version: 450
|
|
gl_FragCoord origin is upper left
|
|
0:? Sequence
|
|
0:2 Function Definition: @PixelShaderFunction(vf4; (temp void)
|
|
0:2 Function Parameters:
|
|
0:2 'input' (in 4-component vector of float)
|
|
0:? Sequence
|
|
0:11 Test condition and select (temp void)
|
|
0:11 Condition
|
|
0:11 Constant:
|
|
0:11 0 (const int)
|
|
0:11 true case is null
|
|
0:2 Function Definition: PixelShaderFunction( (temp void)
|
|
0:2 Function Parameters:
|
|
0:? Sequence
|
|
0:2 move second child to first child (temp 4-component vector of float)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
|
0:2 Function Call: @PixelShaderFunction(vf4; (temp void)
|
|
0:? 'input' (temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
|
|
|
// Module Version 10000
|
|
// Generated by (magic number): 80001
|
|
// Id's are bound by 24
|
|
|
|
Capability Shader
|
|
1: ExtInstImport "GLSL.std.450"
|
|
MemoryModel Logical GLSL450
|
|
EntryPoint Fragment 4 "PixelShaderFunction" 19
|
|
ExecutionMode 4 OriginUpperLeft
|
|
Name 4 "PixelShaderFunction"
|
|
Name 11 "@PixelShaderFunction(vf4;"
|
|
Name 10 "input"
|
|
Name 17 "input"
|
|
Name 19 "input"
|
|
Name 21 "param"
|
|
Decorate 19(input) Location 0
|
|
2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeFloat 32
|
|
7: TypeVector 6(float) 4
|
|
8: TypePointer Function 7(fvec4)
|
|
9: TypeFunction 2 8(ptr)
|
|
13: TypeInt 32 1
|
|
14: 13(int) Constant 0
|
|
18: TypePointer Input 7(fvec4)
|
|
19(input): 18(ptr) Variable Input
|
|
4(PixelShaderFunction): 2 Function None 3
|
|
5: Label
|
|
17(input): 8(ptr) Variable Function
|
|
21(param): 8(ptr) Variable Function
|
|
20: 7(fvec4) Load 19(input)
|
|
Store 17(input) 20
|
|
22: 7(fvec4) Load 17(input)
|
|
Store 21(param) 22
|
|
23: 2 FunctionCall 11(@PixelShaderFunction(vf4;) 21(param)
|
|
Return
|
|
FunctionEnd
|
|
11(@PixelShaderFunction(vf4;): 2 Function None 9
|
|
10(input): 8(ptr) FunctionParameter
|
|
12: Label
|
|
SelectionMerge 16 None
|
|
BranchConditional 14 15 16
|
|
15: Label
|
|
Branch 16
|
|
16: Label
|
|
Return
|
|
FunctionEnd
|