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
294 lines
19 KiB
Plaintext
294 lines
19 KiB
Plaintext
hlsl.promote.binary.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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0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:14 Function Parameters:
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0:? Sequence
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0:15 mod (temp float)
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0:15 Convert int to float (temp float)
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0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 4 (const uint)
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0:16 mod (temp 4-component vector of float)
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0:16 Convert int to float (temp 4-component vector of float)
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0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 3 (const uint)
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0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 5 (const uint)
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0:18 mod (temp float)
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0:18 Convert bool to float (temp float)
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0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 4 (const uint)
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0:19 mod (temp 4-component vector of float)
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0:19 Convert bool to float (temp 4-component vector of float)
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0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 1 (const uint)
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0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 5 (const uint)
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:21 'l_int' (temp int)
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0:21 Constant:
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0:21 1 (const int)
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0:22 mod second child into first child (temp int)
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0:22 'l_int' (temp int)
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0:22 Convert float to int (temp int)
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0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 4 (const uint)
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0:25 move second child to first child (temp 4-component vector of float)
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0:25 Color: direct index for structure (temp 4-component vector of float)
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0:25 'psout' (temp structure{temp 4-component vector of float Color})
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0:25 Constant:
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0:25 0 (const int)
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0:25 Constant:
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:26 Branch: Return with expression
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0:26 'psout' (temp structure{temp 4-component vector of float Color})
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0:14 Function Definition: main( (temp void)
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0:14 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 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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0:14 Color: direct index for structure (temp 4-component vector of float)
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0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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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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0:14 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:14 Function Parameters:
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0:? Sequence
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0:15 mod (temp float)
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0:15 Convert int to float (temp float)
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0:15 ival: direct index for structure (layout(offset=32 ) uniform int)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 2 (const uint)
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0:15 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:15 Constant:
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0:15 4 (const uint)
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0:16 mod (temp 4-component vector of float)
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0:16 Convert int to float (temp 4-component vector of float)
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0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 3 (const uint)
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0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:16 Constant:
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0:16 5 (const uint)
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0:18 mod (temp float)
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0:18 Convert bool to float (temp float)
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0:18 bval: direct index for structure (layout(offset=0 ) uniform bool)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 0 (const uint)
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0:18 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:18 Constant:
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0:18 4 (const uint)
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0:19 mod (temp 4-component vector of float)
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0:19 Convert bool to float (temp 4-component vector of float)
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0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 1 (const uint)
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0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float)
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0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:19 Constant:
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0:19 5 (const uint)
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0:21 Sequence
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0:21 move second child to first child (temp int)
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0:21 'l_int' (temp int)
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0:21 Constant:
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0:21 1 (const int)
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0:22 mod second child into first child (temp int)
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0:22 'l_int' (temp int)
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0:22 Convert float to int (temp int)
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0:22 fval: direct index for structure (layout(offset=64 ) uniform float)
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0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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0:22 Constant:
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0:22 4 (const uint)
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0:25 move second child to first child (temp 4-component vector of float)
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0:25 Color: direct index for structure (temp 4-component vector of float)
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0:25 'psout' (temp structure{temp 4-component vector of float Color})
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0:25 Constant:
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0:25 0 (const int)
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0:25 Constant:
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:25 0.000000
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0:26 Branch: Return with expression
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0:26 'psout' (temp structure{temp 4-component vector of float Color})
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0:14 Function Definition: main( (temp void)
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0:14 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 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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0:14 Color: direct index for structure (temp 4-component vector of float)
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0:14 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4})
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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 83
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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 "main" 80
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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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Name 10 "@main("
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Name 16 "$Global"
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MemberName 16($Global) 0 "bval"
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MemberName 16($Global) 1 "bval4"
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MemberName 16($Global) 2 "ival"
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MemberName 16($Global) 3 "ival4"
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MemberName 16($Global) 4 "fval"
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MemberName 16($Global) 5 "fval4"
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Name 18 ""
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Name 66 "l_int"
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Name 73 "psout"
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Name 80 "Color"
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MemberDecorate 16($Global) 0 Offset 0
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MemberDecorate 16($Global) 1 Offset 16
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MemberDecorate 16($Global) 2 Offset 32
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MemberDecorate 16($Global) 3 Offset 48
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MemberDecorate 16($Global) 4 Offset 64
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MemberDecorate 16($Global) 5 Offset 80
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Decorate 16($Global) Block
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Decorate 18 DescriptorSet 0
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Decorate 80(Color) Location 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)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypeInt 32 0
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13: TypeVector 12(int) 4
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14: TypeInt 32 1
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15: TypeVector 14(int) 4
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16($Global): TypeStruct 12(int) 13(ivec4) 14(int) 15(ivec4) 6(float) 7(fvec4)
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17: TypePointer Uniform 16($Global)
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18: 17(ptr) Variable Uniform
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19: 14(int) Constant 2
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20: TypePointer Uniform 14(int)
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24: 14(int) Constant 4
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25: TypePointer Uniform 6(float)
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29: 14(int) Constant 3
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30: TypePointer Uniform 15(ivec4)
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34: 14(int) Constant 5
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35: TypePointer Uniform 7(fvec4)
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39: 14(int) Constant 0
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40: TypePointer Uniform 12(int)
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43: TypeBool
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44: 12(int) Constant 0
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46: 6(float) Constant 0
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47: 6(float) Constant 1065353216
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52: 14(int) Constant 1
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53: TypePointer Uniform 13(ivec4)
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56: TypeVector 43(bool) 4
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57: 13(ivec4) ConstantComposite 44 44 44 44
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59: 7(fvec4) ConstantComposite 46 46 46 46
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60: 7(fvec4) ConstantComposite 47 47 47 47
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65: TypePointer Function 14(int)
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72: TypePointer Function 8(PS_OUTPUT)
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74: TypePointer Function 7(fvec4)
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79: TypePointer Output 7(fvec4)
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80(Color): 79(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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81:8(PS_OUTPUT) FunctionCall 10(@main()
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82: 7(fvec4) CompositeExtract 81 0
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Store 80(Color) 82
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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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66(l_int): 65(ptr) Variable Function
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73(psout): 72(ptr) Variable Function
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21: 20(ptr) AccessChain 18 19
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22: 14(int) Load 21
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23: 6(float) ConvertSToF 22
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26: 25(ptr) AccessChain 18 24
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27: 6(float) Load 26
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28: 6(float) FMod 23 27
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31: 30(ptr) AccessChain 18 29
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32: 15(ivec4) Load 31
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33: 7(fvec4) ConvertSToF 32
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36: 35(ptr) AccessChain 18 34
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37: 7(fvec4) Load 36
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38: 7(fvec4) FMod 33 37
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41: 40(ptr) AccessChain 18 39
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42: 12(int) Load 41
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45: 43(bool) INotEqual 42 44
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48: 6(float) Select 45 47 46
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49: 25(ptr) AccessChain 18 24
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50: 6(float) Load 49
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51: 6(float) FMod 48 50
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54: 53(ptr) AccessChain 18 52
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55: 13(ivec4) Load 54
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58: 56(bvec4) INotEqual 55 57
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61: 7(fvec4) Select 58 60 59
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62: 35(ptr) AccessChain 18 34
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63: 7(fvec4) Load 62
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64: 7(fvec4) FMod 61 63
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Store 66(l_int) 52
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67: 25(ptr) AccessChain 18 24
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68: 6(float) Load 67
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69: 14(int) ConvertFToS 68
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70: 14(int) Load 66(l_int)
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71: 14(int) SMod 70 69
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Store 66(l_int) 71
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75: 74(ptr) AccessChain 73(psout) 39
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Store 75 59
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76:8(PS_OUTPUT) Load 73(psout)
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ReturnValue 76
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FunctionEnd
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