mirror of
https://github.com/RPCS3/glslang.git
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193 lines
9.2 KiB
Plaintext
193 lines
9.2 KiB
Plaintext
hlsl.pp.line.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Parameters:
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0:? Sequence
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0:124 Sequence
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0:124 move second child to first child ( temp int)
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0:124 'thisLineIs' ( temp int)
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0:124 Constant:
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0:124 124 (const int)
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0:126 move second child to first child ( temp 4-component vector of float)
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0:126 Color: direct index for structure ( temp 4-component vector of float)
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0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:126 Constant:
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0:126 0 (const int)
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0:126 Construct vec4 ( temp 4-component vector of float)
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0:126 Convert int to float ( temp float)
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0:126 'thisLineIs' ( temp int)
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 1.000000
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0:127 move second child to first child ( temp float)
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0:127 Depth: direct index for structure ( temp float)
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0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:127 Constant:
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0:127 1 (const int)
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0:127 Constant:
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0:127 1.000000
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0:129 Branch: Return with expression
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0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Definition: main( ( temp void)
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0:4 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:4 Color: direct index for structure ( temp 4-component vector of float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 0 (const int)
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0:4 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:4 Depth: direct index for structure ( temp float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 1 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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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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using depth_any
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0:? Sequence
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0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Parameters:
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0:? Sequence
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0:124 Sequence
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0:124 move second child to first child ( temp int)
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0:124 'thisLineIs' ( temp int)
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0:124 Constant:
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0:124 124 (const int)
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0:126 move second child to first child ( temp 4-component vector of float)
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0:126 Color: direct index for structure ( temp 4-component vector of float)
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0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:126 Constant:
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0:126 0 (const int)
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0:126 Construct vec4 ( temp 4-component vector of float)
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0:126 Convert int to float ( temp float)
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0:126 'thisLineIs' ( temp int)
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 1.000000
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0:127 move second child to first child ( temp float)
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0:127 Depth: direct index for structure ( temp float)
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0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:127 Constant:
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0:127 1 (const int)
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0:127 Constant:
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0:127 1.000000
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0:129 Branch: Return with expression
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0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Definition: main( ( temp void)
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0:4 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:4 Color: direct index for structure ( temp 4-component vector of float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 0 (const int)
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0:4 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:4 Depth: direct index for structure ( temp float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 1 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 42
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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" 35 39
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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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 14 "thisLineIs"
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Name 17 "psout"
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Name 32 "flattenTemp"
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Name 35 "@entryPointOutput.Color"
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Name 39 "@entryPointOutput.Depth"
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Decorate 35(@entryPointOutput.Color) Location 0
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Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth
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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: TypeInt 32 1
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13: TypePointer Function 12(int)
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15: 12(int) Constant 124
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16: TypePointer Function 8(PS_OUTPUT)
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18: 12(int) Constant 0
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21: 6(float) Constant 0
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22: 6(float) Constant 1065353216
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24: TypePointer Function 7(fvec4)
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26: 12(int) Constant 1
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27: TypePointer Function 6(float)
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34: TypePointer Output 7(fvec4)
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35(@entryPointOutput.Color): 34(ptr) Variable Output
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38: TypePointer Output 6(float)
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39(@entryPointOutput.Depth): 38(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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32(flattenTemp): 16(ptr) Variable Function
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33:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 32(flattenTemp) 33
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36: 24(ptr) AccessChain 32(flattenTemp) 18
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37: 7(fvec4) Load 36
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Store 35(@entryPointOutput.Color) 37
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40: 27(ptr) AccessChain 32(flattenTemp) 26
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41: 6(float) Load 40
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Store 39(@entryPointOutput.Depth) 41
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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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14(thisLineIs): 13(ptr) Variable Function
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17(psout): 16(ptr) Variable Function
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Store 14(thisLineIs) 15
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19: 12(int) Load 14(thisLineIs)
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20: 6(float) ConvertSToF 19
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23: 7(fvec4) CompositeConstruct 20 21 21 22
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25: 24(ptr) AccessChain 17(psout) 18
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Store 25 23
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28: 27(ptr) AccessChain 17(psout) 26
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Store 28 22
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29:8(PS_OUTPUT) Load 17(psout)
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ReturnValue 29
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FunctionEnd
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