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
276 lines
16 KiB
Plaintext
Executable File
276 lines
16 KiB
Plaintext
Executable File
hlsl.array.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (in int)
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0:8 'input' (in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (in int)
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0:8 Function Definition: PixelShaderFunction( (temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 move second child to first child (temp int)
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0:? 'i' (temp int)
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0:? 'i' (layout(location=0 ) in int)
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0:8 move second child to first child (temp 3-element array of 4-component vector of float)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:8 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:? 'i' (temp int)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (in int)
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0:8 'input' (in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (in int)
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0:8 Function Definition: PixelShaderFunction( (temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 move second child to first child (temp int)
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0:? 'i' (temp int)
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0:? 'i' (layout(location=0 ) in int)
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0:8 move second child to first child (temp 3-element array of 4-component vector of float)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:8 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:? 'i' (temp int)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 81
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 68 72 75
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 17 "@PixelShaderFunction(i1;vf4[3];"
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Name 15 "i"
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Name 16 "input"
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Name 23 ""
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MemberName 23 0 "m"
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Name 26 "$Global"
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MemberName 26($Global) 0 "a"
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MemberName 26($Global) 1 "s"
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Name 28 ""
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Name 50 "b"
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Name 66 "i"
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Name 68 "i"
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Name 70 "input"
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Name 72 "input"
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Name 75 "@entryPointOutput"
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Name 76 "param"
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Name 78 "param"
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Decorate 20 ArrayStride 16
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Decorate 22 ArrayStride 16
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MemberDecorate 23 0 Offset 0
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Decorate 25 ArrayStride 112
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MemberDecorate 26($Global) 0 Offset 0
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MemberDecorate 26($Global) 1 Offset 64
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Decorate 26($Global) Block
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Decorate 28 DescriptorSet 0
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Decorate 68(i) Location 0
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Decorate 72(input) Location 1
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Decorate 75(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypePointer Function 6(int)
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8: TypeFloat 32
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9: TypeVector 8(float) 4
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10: TypeInt 32 0
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11: 10(int) Constant 3
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12: TypeArray 9(fvec4) 11
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13: TypePointer Function 12
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14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
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19: 10(int) Constant 4
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20: TypeArray 9(fvec4) 19
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21: 10(int) Constant 7
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22: TypeArray 9(fvec4) 21
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23: TypeStruct 22
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24: 10(int) Constant 11
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25: TypeArray 23(struct) 24
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26($Global): TypeStruct 20 25
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27: TypePointer Uniform 26($Global)
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28: 27(ptr) Variable Uniform
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29: 6(int) Constant 0
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30: 6(int) Constant 1
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31: TypePointer Uniform 9(fvec4)
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38: 6(int) Constant 2
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39: TypePointer Function 9(fvec4)
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47: 10(int) Constant 10
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48: TypeArray 9(fvec4) 47
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49: TypePointer Function 48
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51: 6(int) Constant 5
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67: TypePointer Input 6(int)
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68(i): 67(ptr) Variable Input
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71: TypePointer Input 12
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72(input): 71(ptr) Variable Input
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74: TypePointer Output 9(fvec4)
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75(@entryPointOutput): 74(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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66(i): 7(ptr) Variable Function
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70(input): 13(ptr) Variable Function
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76(param): 7(ptr) Variable Function
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78(param): 13(ptr) Variable Function
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69: 6(int) Load 68(i)
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Store 66(i) 69
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73: 12 Load 72(input)
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Store 70(input) 73
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77: 6(int) Load 66(i)
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Store 76(param) 77
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79: 12 Load 70(input)
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Store 78(param) 79
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80: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 76(param) 78(param)
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Store 75(@entryPointOutput) 80
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Return
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FunctionEnd
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17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14
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15(i): 7(ptr) FunctionParameter
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16(input): 13(ptr) FunctionParameter
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18: Label
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50(b): 49(ptr) Variable Function
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32: 31(ptr) AccessChain 28 29 30
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33: 9(fvec4) Load 32
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34: 6(int) Load 15(i)
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35: 31(ptr) AccessChain 28 29 34
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36: 9(fvec4) Load 35
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37: 9(fvec4) FAdd 33 36
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40: 39(ptr) AccessChain 16(input) 38
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41: 9(fvec4) Load 40
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42: 9(fvec4) FAdd 37 41
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43: 6(int) Load 15(i)
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44: 39(ptr) AccessChain 16(input) 43
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45: 9(fvec4) Load 44
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46: 9(fvec4) FAdd 42 45
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52: 39(ptr) AccessChain 50(b) 51
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53: 9(fvec4) Load 52
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54: 9(fvec4) FAdd 46 53
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55: 6(int) Load 15(i)
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56: 39(ptr) AccessChain 50(b) 55
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57: 9(fvec4) Load 56
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58: 9(fvec4) FAdd 54 57
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59: 6(int) Load 15(i)
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60: 6(int) Load 15(i)
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61: 31(ptr) AccessChain 28 30 59 29 60
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62: 9(fvec4) Load 61
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63: 9(fvec4) FAdd 58 62
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ReturnValue 63
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FunctionEnd
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