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https://github.com/RPCS3/glslang.git
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270 lines
18 KiB
Plaintext
Executable File
270 lines
18 KiB
Plaintext
Executable File
hlsl.buffer.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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0:30 Function Definition: foo( ( temp float)
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0:30 Function Parameters:
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0:? Sequence
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0:31 Branch: Return with expression
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0:31 Constant:
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0:31 1.000000
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0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:35 Function Parameters:
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0:35 'input' ( in 4-component vector of float)
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0:? Sequence
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0:36 Branch: Return with expression
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0:36 vector-scale ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 'input' ( in 4-component vector of float)
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0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 Function Call: foo( ( temp float)
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0:35 Function Definition: PixelShaderFunction( ( temp void)
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0:35 Function Parameters:
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0:? Sequence
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0:35 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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0:35 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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0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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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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0:30 Function Definition: foo( ( temp float)
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0:30 Function Parameters:
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0:? Sequence
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0:31 Branch: Return with expression
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0:31 Constant:
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0:31 1.000000
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0:35 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:35 Function Parameters:
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0:35 'input' ( in 4-component vector of float)
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0:? Sequence
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0:36 Branch: Return with expression
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0:36 vector-scale ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 add ( temp 4-component vector of float)
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0:36 'input' ( in 4-component vector of float)
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0:36 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:36 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:36 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v3: direct index for structure (layout( row_major std140 offset=0) uniform 4-component vector of float)
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0:36 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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0:36 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 Function Call: foo( ( temp float)
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0:35 Function Definition: PixelShaderFunction( ( temp void)
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0:35 Function Parameters:
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0:? Sequence
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0:35 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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0:35 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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0:35 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430 offset=128) buffer float f7, layout( row_major std430 offset=112) buffer 3X4 matrix of float m1, layout( column_major std430 offset=176) buffer 3X4 matrix of float m2, layout( row_major std430 offset=240) buffer 3X4 matrix of float m3, layout( row_major std430 offset=304) buffer 3X4 matrix of float m4})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' ( in 4-component vector of float FragCoord)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 61
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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" 54 57
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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 8 "foo("
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Name 14 "@PixelShaderFunction(vf4;"
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Name 13 "input"
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Name 20 "buf1"
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MemberName 20(buf1) 0 "v1"
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Name 22 ""
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Name 29 "buf2"
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MemberName 29(buf2) 0 "v2"
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Name 31 ""
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Name 35 "cbufName"
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MemberName 35(cbufName) 0 "v3"
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MemberName 35(cbufName) 1 "i3"
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Name 37 ""
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Name 42 "tbufName"
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MemberName 42(tbufName) 0 "v4"
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MemberName 42(tbufName) 1 "i4"
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MemberName 42(tbufName) 2 "f1"
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MemberName 42(tbufName) 3 "f3"
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MemberName 42(tbufName) 4 "f4"
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MemberName 42(tbufName) 5 "f5"
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MemberName 42(tbufName) 6 "f6"
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MemberName 42(tbufName) 7 "f7"
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MemberName 42(tbufName) 8 "m1"
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MemberName 42(tbufName) 9 "m2"
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MemberName 42(tbufName) 10 "m3"
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MemberName 42(tbufName) 11 "m4"
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Name 44 ""
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Name 52 "input"
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Name 54 "input"
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Name 57 "@entryPointOutput"
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Name 58 "param"
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MemberDecorate 20(buf1) 0 Offset 0
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Decorate 20(buf1) Block
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Decorate 22 DescriptorSet 0
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MemberDecorate 29(buf2) 0 NonWritable
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MemberDecorate 29(buf2) 0 Offset 0
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Decorate 29(buf2) BufferBlock
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Decorate 31 DescriptorSet 0
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MemberDecorate 35(cbufName) 0 Offset 0
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MemberDecorate 35(cbufName) 1 Offset 20
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Decorate 35(cbufName) Block
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Decorate 37 DescriptorSet 0
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MemberDecorate 42(tbufName) 0 NonWritable
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MemberDecorate 42(tbufName) 0 Offset 16
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MemberDecorate 42(tbufName) 1 NonWritable
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MemberDecorate 42(tbufName) 1 Offset 48
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MemberDecorate 42(tbufName) 2 NonWritable
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MemberDecorate 42(tbufName) 2 Offset 60
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MemberDecorate 42(tbufName) 3 NonWritable
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MemberDecorate 42(tbufName) 3 Offset 64
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MemberDecorate 42(tbufName) 4 NonWritable
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MemberDecorate 42(tbufName) 4 Offset 68
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MemberDecorate 42(tbufName) 5 NonWritable
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MemberDecorate 42(tbufName) 5 Offset 72
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MemberDecorate 42(tbufName) 6 NonWritable
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MemberDecorate 42(tbufName) 6 Offset 76
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MemberDecorate 42(tbufName) 7 NonWritable
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MemberDecorate 42(tbufName) 7 Offset 128
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MemberDecorate 42(tbufName) 8 RowMajor
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MemberDecorate 42(tbufName) 8 NonWritable
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MemberDecorate 42(tbufName) 8 Offset 112
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MemberDecorate 42(tbufName) 8 MatrixStride 16
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MemberDecorate 42(tbufName) 9 ColMajor
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MemberDecorate 42(tbufName) 9 NonWritable
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MemberDecorate 42(tbufName) 9 Offset 176
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MemberDecorate 42(tbufName) 9 MatrixStride 16
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MemberDecorate 42(tbufName) 10 RowMajor
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MemberDecorate 42(tbufName) 10 NonWritable
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MemberDecorate 42(tbufName) 10 Offset 240
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MemberDecorate 42(tbufName) 10 MatrixStride 16
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MemberDecorate 42(tbufName) 11 RowMajor
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MemberDecorate 42(tbufName) 11 NonWritable
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MemberDecorate 42(tbufName) 11 Offset 304
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MemberDecorate 42(tbufName) 11 MatrixStride 16
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Decorate 42(tbufName) BufferBlock
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Decorate 44 DescriptorSet 0
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Decorate 44 Binding 8
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Decorate 54(input) BuiltIn FragCoord
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Decorate 57(@entryPointOutput) 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: TypeFunction 6(float)
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10: TypeVector 6(float) 4
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11: TypePointer Function 10(fvec4)
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12: TypeFunction 10(fvec4) 11(ptr)
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16: 6(float) Constant 1065353216
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20(buf1): TypeStruct 10(fvec4)
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21: TypePointer Uniform 20(buf1)
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22: 21(ptr) Variable Uniform
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23: TypeInt 32 1
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24: 23(int) Constant 0
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25: TypePointer Uniform 10(fvec4)
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29(buf2): TypeStruct 10(fvec4)
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30: TypePointer Uniform 29(buf2)
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31: 30(ptr) Variable Uniform
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35(cbufName): TypeStruct 10(fvec4) 23(int)
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36: TypePointer Uniform 35(cbufName)
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37: 36(ptr) Variable Uniform
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41: TypeMatrix 10(fvec4) 3
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42(tbufName): TypeStruct 10(fvec4) 23(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 41 41 41 41
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43: TypePointer Uniform 42(tbufName)
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44: 43(ptr) Variable Uniform
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53: TypePointer Input 10(fvec4)
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54(input): 53(ptr) Variable Input
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56: TypePointer Output 10(fvec4)
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57(@entryPointOutput): 56(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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52(input): 11(ptr) Variable Function
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58(param): 11(ptr) Variable Function
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55: 10(fvec4) Load 54(input)
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Store 52(input) 55
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59: 10(fvec4) Load 52(input)
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Store 58(param) 59
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60: 10(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;) 58(param)
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Store 57(@entryPointOutput) 60
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Return
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FunctionEnd
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8(foo(): 6(float) Function None 7
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9: Label
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ReturnValue 16
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FunctionEnd
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14(@PixelShaderFunction(vf4;): 10(fvec4) Function None 12
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13(input): 11(ptr) FunctionParameter
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15: Label
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19: 10(fvec4) Load 13(input)
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26: 25(ptr) AccessChain 22 24
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27: 10(fvec4) Load 26
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28: 10(fvec4) FAdd 19 27
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32: 25(ptr) AccessChain 31 24
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33: 10(fvec4) Load 32
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34: 10(fvec4) FAdd 28 33
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38: 25(ptr) AccessChain 37 24
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39: 10(fvec4) Load 38
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40: 10(fvec4) FAdd 34 39
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45: 25(ptr) AccessChain 44 24
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46: 10(fvec4) Load 45
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47: 10(fvec4) FAdd 40 46
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48: 6(float) FunctionCall 8(foo()
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49: 10(fvec4) VectorTimesScalar 47 48
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ReturnValue 49
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FunctionEnd
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