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
305 lines
19 KiB
Plaintext
305 lines
19 KiB
Plaintext
hlsl.load.buffer.dx10.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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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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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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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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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 78
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Capability Shader
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Capability SampledBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 70 74
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "r00"
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Name 17 "g_tTexbf4"
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Name 23 "$Global"
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MemberName 23($Global) 0 "c1"
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MemberName 23($Global) 1 "c2"
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MemberName 23($Global) 2 "c3"
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MemberName 23($Global) 3 "c4"
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MemberName 23($Global) 4 "o1"
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MemberName 23($Global) 5 "o2"
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MemberName 23($Global) 6 "o3"
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MemberName 23($Global) 7 "o4"
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Name 25 ""
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Name 33 "r01"
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Name 37 "g_tTexbi4"
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Name 46 "r02"
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Name 50 "g_tTexbu4"
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Name 57 "psout"
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Name 67 "flattenTemp"
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Name 70 "Color"
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Name 74 "Depth"
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Name 77 "g_tTexbf4_test"
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Decorate 17(g_tTexbf4) DescriptorSet 0
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MemberDecorate 23($Global) 0 Offset 0
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MemberDecorate 23($Global) 1 Offset 8
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MemberDecorate 23($Global) 2 Offset 16
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MemberDecorate 23($Global) 3 Offset 32
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MemberDecorate 23($Global) 4 Offset 48
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MemberDecorate 23($Global) 5 Offset 56
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MemberDecorate 23($Global) 6 Offset 64
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MemberDecorate 23($Global) 7 Offset 80
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Decorate 23($Global) Block
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Decorate 25 DescriptorSet 0
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Decorate 37(g_tTexbi4) DescriptorSet 0
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Decorate 50(g_tTexbu4) DescriptorSet 0
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Decorate 70(Color) Location 0
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Decorate 74(Depth) BuiltIn FragDepth
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Decorate 77(g_tTexbf4_test) DescriptorSet 0
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Decorate 77(g_tTexbf4_test) Binding 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 7(fvec4)
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14: TypeImage 6(float) Buffer sampled format:Rgba32f
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15: TypeSampledImage 14
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16: TypePointer UniformConstant 15
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17(g_tTexbf4): 16(ptr) Variable UniformConstant
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19: TypeInt 32 1
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20: TypeVector 19(int) 2
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21: TypeVector 19(int) 3
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22: TypeVector 19(int) 4
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23($Global): TypeStruct 19(int) 20(ivec2) 21(ivec3) 22(ivec4) 19(int) 20(ivec2) 21(ivec3) 22(ivec4)
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24: TypePointer Uniform 23($Global)
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25: 24(ptr) Variable Uniform
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26: 19(int) Constant 0
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27: TypePointer Uniform 19(int)
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32: TypePointer Function 22(ivec4)
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34: TypeImage 19(int) Buffer sampled format:Rgba32i
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35: TypeSampledImage 34
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36: TypePointer UniformConstant 35
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37(g_tTexbi4): 36(ptr) Variable UniformConstant
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43: TypeInt 32 0
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44: TypeVector 43(int) 4
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45: TypePointer Function 44(ivec4)
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47: TypeImage 43(int) Buffer sampled format:Rgba32ui
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48: TypeSampledImage 47
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49: TypePointer UniformConstant 48
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50(g_tTexbu4): 49(ptr) Variable UniformConstant
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56: TypePointer Function 8(PS_OUTPUT)
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58: 6(float) Constant 1065353216
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59: 7(fvec4) ConstantComposite 58 58 58 58
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61: 19(int) Constant 1
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62: TypePointer Function 6(float)
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69: TypePointer Output 7(fvec4)
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70(Color): 69(ptr) Variable Output
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73: TypePointer Output 6(float)
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74(Depth): 73(ptr) Variable Output
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77(g_tTexbf4_test): 16(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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67(flattenTemp): 56(ptr) Variable Function
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68:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 67(flattenTemp) 68
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71: 12(ptr) AccessChain 67(flattenTemp) 26
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72: 7(fvec4) Load 71
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Store 70(Color) 72
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75: 62(ptr) AccessChain 67(flattenTemp) 61
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76: 6(float) Load 75
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Store 74(Depth) 76
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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13(r00): 12(ptr) Variable Function
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33(r01): 32(ptr) Variable Function
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46(r02): 45(ptr) Variable Function
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57(psout): 56(ptr) Variable Function
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18: 15 Load 17(g_tTexbf4)
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28: 27(ptr) AccessChain 25 26
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29: 19(int) Load 28
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30: 14 Image 18
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31: 7(fvec4) ImageFetch 30 29
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Store 13(r00) 31
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38: 35 Load 37(g_tTexbi4)
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39: 27(ptr) AccessChain 25 26
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40: 19(int) Load 39
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41: 34 Image 38
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42: 22(ivec4) ImageFetch 41 40
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Store 33(r01) 42
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51: 48 Load 50(g_tTexbu4)
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52: 27(ptr) AccessChain 25 26
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53: 19(int) Load 52
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54: 47 Image 51
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55: 44(ivec4) ImageFetch 54 53
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Store 46(r02) 55
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60: 12(ptr) AccessChain 57(psout) 26
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Store 60 59
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63: 62(ptr) AccessChain 57(psout) 61
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Store 63 58
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64:8(PS_OUTPUT) Load 57(psout)
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ReturnValue 64
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FunctionEnd
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