mirror of
https://github.com/RPCS3/glslang.git
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340 lines
16 KiB
Plaintext
340 lines
16 KiB
Plaintext
hlsl.intrinsics.double.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
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0:5 Function Parameters:
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0:5 'inDV1a' ( in double)
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0:5 'inDV1b' ( in double)
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0:5 'inDV1c' ( in double)
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0:5 'inDV2' ( in 2-component vector of double)
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0:5 'inDV3' ( in 3-component vector of double)
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0:5 'inDV4' ( in 4-component vector of double)
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0:5 'inU1a' ( in uint)
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0:5 'inU1b' ( in uint)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp double)
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0:6 'r00' ( temp double)
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0:6 fma ( temp double)
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0:6 'inDV1a' ( in double)
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0:6 'inDV1b' ( in double)
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0:6 'inDV1c' ( in double)
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0:7 Sequence
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0:7 move second child to first child ( temp double)
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0:7 'r01' ( temp double)
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0:7 uint64BitsToDouble ( temp double)
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0:7 Construct uvec2 ( temp 2-component vector of uint)
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0:7 'inU1a' ( in uint)
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0:7 'inU1b' ( in uint)
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0:9 Branch: Return with expression
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0:9 Constant:
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0:9 0.000000
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0:5 Function Definition: PixelShaderFunction( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp double)
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0:? 'inDV1a' ( temp double)
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0:? 'inDV1a' (layout( location=0) flat in double)
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0:5 move second child to first child ( temp double)
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0:? 'inDV1b' ( temp double)
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0:? 'inDV1b' (layout( location=1) flat in double)
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0:5 move second child to first child ( temp double)
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0:? 'inDV1c' ( temp double)
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0:? 'inDV1c' (layout( location=2) flat in double)
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0:5 move second child to first child ( temp 2-component vector of double)
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0:? 'inDV2' ( temp 2-component vector of double)
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0:? 'inDV2' (layout( location=3) flat in 2-component vector of double)
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0:5 move second child to first child ( temp 3-component vector of double)
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0:? 'inDV3' ( temp 3-component vector of double)
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0:? 'inDV3' (layout( location=4) flat in 3-component vector of double)
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0:5 move second child to first child ( temp 4-component vector of double)
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0:? 'inDV4' ( temp 4-component vector of double)
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0:? 'inDV4' (layout( location=6) flat in 4-component vector of double)
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0:5 move second child to first child ( temp uint)
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0:? 'inU1a' ( temp uint)
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0:? 'inU1a' (layout( location=8) flat in uint)
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0:5 move second child to first child ( temp uint)
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0:? 'inU1b' ( temp uint)
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0:? 'inU1b' (layout( location=9) flat in uint)
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0:5 move second child to first child ( temp float)
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0:? '@entryPointOutput' (layout( location=0) out float)
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0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
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0:? 'inDV1a' ( temp double)
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0:? 'inDV1b' ( temp double)
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0:? 'inDV1c' ( temp double)
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0:? 'inDV2' ( temp 2-component vector of double)
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0:? 'inDV3' ( temp 3-component vector of double)
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0:? 'inDV4' ( temp 4-component vector of double)
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0:? 'inU1a' ( temp uint)
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0:? 'inU1b' ( temp uint)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out float)
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0:? 'inDV1a' (layout( location=0) flat in double)
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0:? 'inDV1b' (layout( location=1) flat in double)
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0:? 'inDV1c' (layout( location=2) flat in double)
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0:? 'inDV2' (layout( location=3) flat in 2-component vector of double)
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0:? 'inDV3' (layout( location=4) flat in 3-component vector of double)
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0:? 'inDV4' (layout( location=6) flat in 4-component vector of double)
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0:? 'inU1a' (layout( location=8) flat in uint)
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0:? 'inU1b' (layout( location=9) flat in uint)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
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0:5 Function Parameters:
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0:5 'inDV1a' ( in double)
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0:5 'inDV1b' ( in double)
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0:5 'inDV1c' ( in double)
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0:5 'inDV2' ( in 2-component vector of double)
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0:5 'inDV3' ( in 3-component vector of double)
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0:5 'inDV4' ( in 4-component vector of double)
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0:5 'inU1a' ( in uint)
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0:5 'inU1b' ( in uint)
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0:? Sequence
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0:6 Sequence
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0:6 move second child to first child ( temp double)
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0:6 'r00' ( temp double)
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0:6 fma ( temp double)
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0:6 'inDV1a' ( in double)
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0:6 'inDV1b' ( in double)
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0:6 'inDV1c' ( in double)
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0:7 Sequence
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0:7 move second child to first child ( temp double)
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0:7 'r01' ( temp double)
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0:7 uint64BitsToDouble ( temp double)
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0:7 Construct uvec2 ( temp 2-component vector of uint)
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0:7 'inU1a' ( in uint)
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0:7 'inU1b' ( in uint)
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0:9 Branch: Return with expression
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0:9 Constant:
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0:9 0.000000
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0:5 Function Definition: PixelShaderFunction( ( temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child ( temp double)
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0:? 'inDV1a' ( temp double)
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0:? 'inDV1a' (layout( location=0) flat in double)
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0:5 move second child to first child ( temp double)
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0:? 'inDV1b' ( temp double)
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0:? 'inDV1b' (layout( location=1) flat in double)
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0:5 move second child to first child ( temp double)
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0:? 'inDV1c' ( temp double)
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0:? 'inDV1c' (layout( location=2) flat in double)
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0:5 move second child to first child ( temp 2-component vector of double)
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0:? 'inDV2' ( temp 2-component vector of double)
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0:? 'inDV2' (layout( location=3) flat in 2-component vector of double)
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0:5 move second child to first child ( temp 3-component vector of double)
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0:? 'inDV3' ( temp 3-component vector of double)
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0:? 'inDV3' (layout( location=4) flat in 3-component vector of double)
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0:5 move second child to first child ( temp 4-component vector of double)
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0:? 'inDV4' ( temp 4-component vector of double)
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0:? 'inDV4' (layout( location=6) flat in 4-component vector of double)
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0:5 move second child to first child ( temp uint)
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0:? 'inU1a' ( temp uint)
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0:? 'inU1a' (layout( location=8) flat in uint)
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0:5 move second child to first child ( temp uint)
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0:? 'inU1b' ( temp uint)
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0:? 'inU1b' (layout( location=9) flat in uint)
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0:5 move second child to first child ( temp float)
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0:? '@entryPointOutput' (layout( location=0) out float)
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0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
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0:? 'inDV1a' ( temp double)
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0:? 'inDV1b' ( temp double)
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0:? 'inDV1c' ( temp double)
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0:? 'inDV2' ( temp 2-component vector of double)
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0:? 'inDV3' ( temp 3-component vector of double)
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0:? 'inDV4' ( temp 4-component vector of double)
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0:? 'inU1a' ( temp uint)
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0:? 'inU1b' ( temp uint)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out float)
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0:? 'inDV1a' (layout( location=0) flat in double)
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0:? 'inDV1b' (layout( location=1) flat in double)
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0:? 'inDV1c' (layout( location=2) flat in double)
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0:? 'inDV2' (layout( location=3) flat in 2-component vector of double)
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0:? 'inDV3' (layout( location=4) flat in 3-component vector of double)
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0:? 'inDV4' (layout( location=6) flat in 4-component vector of double)
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0:? 'inU1a' (layout( location=8) flat in uint)
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0:? 'inU1b' (layout( location=9) flat in uint)
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// Module Version 10000
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// Generated by (magic number): 80004
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// Id's are bound by 90
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Capability Shader
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Capability Float64
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 44 47 50 54 58 62 66 69 72
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 26 "@PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1;"
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Name 18 "inDV1a"
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Name 19 "inDV1b"
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Name 20 "inDV1c"
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Name 21 "inDV2"
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Name 22 "inDV3"
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Name 23 "inDV4"
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Name 24 "inU1a"
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Name 25 "inU1b"
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Name 28 "r00"
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Name 33 "r01"
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Name 42 "inDV1a"
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Name 44 "inDV1a"
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Name 46 "inDV1b"
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Name 47 "inDV1b"
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Name 49 "inDV1c"
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Name 50 "inDV1c"
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Name 52 "inDV2"
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Name 54 "inDV2"
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Name 56 "inDV3"
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Name 58 "inDV3"
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Name 60 "inDV4"
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Name 62 "inDV4"
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Name 64 "inU1a"
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Name 66 "inU1a"
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Name 68 "inU1b"
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Name 69 "inU1b"
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Name 72 "@entryPointOutput"
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Name 73 "param"
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Name 75 "param"
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Name 77 "param"
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Name 79 "param"
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Name 81 "param"
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Name 83 "param"
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Name 85 "param"
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Name 87 "param"
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Decorate 44(inDV1a) Flat
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Decorate 44(inDV1a) Location 0
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Decorate 47(inDV1b) Flat
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Decorate 47(inDV1b) Location 1
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Decorate 50(inDV1c) Flat
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Decorate 50(inDV1c) Location 2
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Decorate 54(inDV2) Flat
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Decorate 54(inDV2) Location 3
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Decorate 58(inDV3) Flat
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Decorate 58(inDV3) Location 4
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Decorate 62(inDV4) Flat
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Decorate 62(inDV4) Location 6
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Decorate 66(inU1a) Flat
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Decorate 66(inU1a) Location 8
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Decorate 69(inU1b) Flat
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Decorate 69(inU1b) Location 9
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Decorate 72(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 64
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7: TypePointer Function 6(float)
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8: TypeVector 6(float) 2
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9: TypePointer Function 8(fvec2)
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10: TypeVector 6(float) 3
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11: TypePointer Function 10(fvec3)
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12: TypeVector 6(float) 4
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13: TypePointer Function 12(fvec4)
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14: TypeInt 32 0
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15: TypePointer Function 14(int)
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16: TypeFloat 32
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17: TypeFunction 16(float) 7(ptr) 7(ptr) 7(ptr) 9(ptr) 11(ptr) 13(ptr) 15(ptr) 15(ptr)
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36: TypeVector 14(int) 2
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39: 16(float) Constant 0
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43: TypePointer Input 6(float)
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44(inDV1a): 43(ptr) Variable Input
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47(inDV1b): 43(ptr) Variable Input
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50(inDV1c): 43(ptr) Variable Input
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53: TypePointer Input 8(fvec2)
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54(inDV2): 53(ptr) Variable Input
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57: TypePointer Input 10(fvec3)
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58(inDV3): 57(ptr) Variable Input
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61: TypePointer Input 12(fvec4)
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62(inDV4): 61(ptr) Variable Input
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65: TypePointer Input 14(int)
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66(inU1a): 65(ptr) Variable Input
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69(inU1b): 65(ptr) Variable Input
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71: TypePointer Output 16(float)
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72(@entryPointOutput): 71(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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42(inDV1a): 7(ptr) Variable Function
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46(inDV1b): 7(ptr) Variable Function
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49(inDV1c): 7(ptr) Variable Function
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52(inDV2): 9(ptr) Variable Function
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56(inDV3): 11(ptr) Variable Function
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60(inDV4): 13(ptr) Variable Function
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64(inU1a): 15(ptr) Variable Function
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68(inU1b): 15(ptr) Variable Function
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73(param): 7(ptr) Variable Function
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75(param): 7(ptr) Variable Function
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77(param): 7(ptr) Variable Function
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79(param): 9(ptr) Variable Function
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81(param): 11(ptr) Variable Function
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83(param): 13(ptr) Variable Function
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85(param): 15(ptr) Variable Function
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87(param): 15(ptr) Variable Function
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45: 6(float) Load 44(inDV1a)
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Store 42(inDV1a) 45
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48: 6(float) Load 47(inDV1b)
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Store 46(inDV1b) 48
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51: 6(float) Load 50(inDV1c)
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Store 49(inDV1c) 51
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55: 8(fvec2) Load 54(inDV2)
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Store 52(inDV2) 55
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59: 10(fvec3) Load 58(inDV3)
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Store 56(inDV3) 59
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63: 12(fvec4) Load 62(inDV4)
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Store 60(inDV4) 63
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67: 14(int) Load 66(inU1a)
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Store 64(inU1a) 67
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70: 14(int) Load 69(inU1b)
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Store 68(inU1b) 70
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74: 6(float) Load 42(inDV1a)
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Store 73(param) 74
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76: 6(float) Load 46(inDV1b)
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Store 75(param) 76
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78: 6(float) Load 49(inDV1c)
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Store 77(param) 78
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80: 8(fvec2) Load 52(inDV2)
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Store 79(param) 80
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82: 10(fvec3) Load 56(inDV3)
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Store 81(param) 82
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84: 12(fvec4) Load 60(inDV4)
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Store 83(param) 84
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86: 14(int) Load 64(inU1a)
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Store 85(param) 86
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88: 14(int) Load 68(inU1b)
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Store 87(param) 88
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89: 16(float) FunctionCall 26(@PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1;) 73(param) 75(param) 77(param) 79(param) 81(param) 83(param) 85(param) 87(param)
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Store 72(@entryPointOutput) 89
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Return
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FunctionEnd
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26(@PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1;): 16(float) Function None 17
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18(inDV1a): 7(ptr) FunctionParameter
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19(inDV1b): 7(ptr) FunctionParameter
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20(inDV1c): 7(ptr) FunctionParameter
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21(inDV2): 9(ptr) FunctionParameter
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22(inDV3): 11(ptr) FunctionParameter
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23(inDV4): 13(ptr) FunctionParameter
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24(inU1a): 15(ptr) FunctionParameter
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25(inU1b): 15(ptr) FunctionParameter
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27: Label
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28(r00): 7(ptr) Variable Function
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33(r01): 7(ptr) Variable Function
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29: 6(float) Load 18(inDV1a)
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30: 6(float) Load 19(inDV1b)
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31: 6(float) Load 20(inDV1c)
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32: 6(float) ExtInst 1(GLSL.std.450) 50(Fma) 29 30 31
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Store 28(r00) 32
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34: 14(int) Load 24(inU1a)
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35: 14(int) Load 25(inU1b)
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37: 36(ivec2) CompositeConstruct 34 35
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38: 6(float) Bitcast 37
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Store 33(r01) 38
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ReturnValue 39
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FunctionEnd
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