mirror of
https://github.com/RPCS3/glslang.git
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364 lines
17 KiB
Plaintext
364 lines
17 KiB
Plaintext
hlsl.inoutquals.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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0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
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0:8 Function Parameters:
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0:8 'x' ( in float)
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0:8 'y' ( out float)
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0:8 'z' ( inout float)
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0:8 'w' ( inout float)
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0:? Sequence
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0:9 move second child to first child ( temp float)
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0:9 'y' ( out float)
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0:9 'x' ( in float)
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0:10 move second child to first child ( temp float)
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0:10 'z' ( inout float)
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0:10 'y' ( out float)
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0:11 move second child to first child ( temp float)
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0:11 'x' ( in float)
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0:11 Constant:
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0:11 -1.000000
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0:12 multiply second child into first child ( temp float)
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0:12 'w' ( inout float)
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0:12 Constant:
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0:12 1.000000
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0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Parameters:
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0:16 'inpos' ( in 4-component vector of float)
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0:16 'sampleMask' ( out int)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'x' ( temp float)
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0:19 Constant:
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0:19 7.000000
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0:19 move second child to first child ( temp float)
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0:19 'z' ( temp float)
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0:19 Constant:
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0:19 3.000000
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0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
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0:20 'x' ( temp float)
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0:20 'y' ( temp float)
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0:20 'z' ( temp float)
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0:20 direct index ( temp float)
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0:20 'inpos' ( in 4-component vector of float)
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0:20 Constant:
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0:20 3 (const int)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:22 'x' ( temp float)
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0:22 'y' ( temp float)
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0:22 'z' ( temp float)
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0:22 Constant:
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0:22 1.000000
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0:23 move second child to first child ( temp float)
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0:23 Depth: direct index for structure ( temp float)
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:23 Constant:
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0:23 1 (const int)
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0:23 direct index ( temp float)
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0:23 'inpos' ( in 4-component vector of float)
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0:23 Constant:
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0:23 3 (const int)
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0:25 Branch: Return with expression
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0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:16 Sequence
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0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'sampleMask' ( temp int)
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0:16 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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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 0 (const int)
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0:16 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:16 Depth: direct index for structure ( temp float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 1 (const int)
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0:16 move second child to first child ( temp int)
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0:? 'sampleMask' ( out int SampleMaskIn)
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0:? 'sampleMask' ( temp 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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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:? 'sampleMask' ( out int SampleMaskIn)
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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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0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
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0:8 Function Parameters:
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0:8 'x' ( in float)
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0:8 'y' ( out float)
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0:8 'z' ( inout float)
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0:8 'w' ( inout float)
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0:? Sequence
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0:9 move second child to first child ( temp float)
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0:9 'y' ( out float)
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0:9 'x' ( in float)
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0:10 move second child to first child ( temp float)
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0:10 'z' ( inout float)
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0:10 'y' ( out float)
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0:11 move second child to first child ( temp float)
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0:11 'x' ( in float)
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0:11 Constant:
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0:11 -1.000000
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0:12 multiply second child into first child ( temp float)
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0:12 'w' ( inout float)
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0:12 Constant:
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0:12 1.000000
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0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Parameters:
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0:16 'inpos' ( in 4-component vector of float)
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0:16 'sampleMask' ( out int)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'x' ( temp float)
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0:19 Constant:
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0:19 7.000000
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0:19 move second child to first child ( temp float)
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0:19 'z' ( temp float)
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0:19 Constant:
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0:19 3.000000
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0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
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0:20 'x' ( temp float)
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0:20 'y' ( temp float)
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0:20 'z' ( temp float)
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0:20 direct index ( temp float)
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0:20 'inpos' ( in 4-component vector of float)
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0:20 Constant:
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0:20 3 (const int)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:? Construct vec4 ( temp 4-component vector of float)
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0:22 'x' ( temp float)
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0:22 'y' ( temp float)
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0:22 'z' ( temp float)
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0:22 Constant:
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0:22 1.000000
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0:23 move second child to first child ( temp float)
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0:23 Depth: direct index for structure ( temp float)
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:23 Constant:
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0:23 1 (const int)
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0:23 direct index ( temp float)
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0:23 'inpos' ( in 4-component vector of float)
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0:23 Constant:
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0:23 3 (const int)
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0:25 Branch: Return with expression
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0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:16 Sequence
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0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'sampleMask' ( temp int)
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0:16 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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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 0 (const int)
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0:16 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:16 Depth: direct index for structure ( temp float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 1 (const int)
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0:16 move second child to first child ( temp int)
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0:? 'sampleMask' ( out int SampleMaskIn)
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0:? 'sampleMask' ( temp 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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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:? 'sampleMask' ( out int SampleMaskIn)
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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 88
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Capability Shader
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Capability SampleRateShading
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 68 78 82 86
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 13 "MyFunc(f1;f1;f1;f1;"
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Name 9 "x"
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Name 10 "y"
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Name 11 "z"
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Name 12 "w"
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Name 19 "PS_OUTPUT"
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MemberName 19(PS_OUTPUT) 0 "Color"
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MemberName 19(PS_OUTPUT) 1 "Depth"
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Name 23 "@main(vf4;i1;"
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Name 21 "inpos"
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Name 22 "sampleMask"
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Name 31 "x"
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Name 33 "z"
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Name 35 "y"
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Name 36 "param"
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Name 38 "param"
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Name 39 "param"
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Name 41 "param"
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Name 52 "psout"
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Name 66 "inpos"
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Name 68 "inpos"
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Name 70 "flattenTemp"
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Name 71 "sampleMask"
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Name 72 "param"
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Name 74 "param"
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Name 78 "@entryPointOutput.Color"
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Name 82 "@entryPointOutput.Depth"
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Name 86 "sampleMask"
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Decorate 68(inpos) NoPerspective
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Decorate 68(inpos) BuiltIn FragCoord
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Decorate 78(@entryPointOutput.Color) Location 0
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Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 86(sampleMask) BuiltIn SampleMask
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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: TypePointer Function 6(float)
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8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 7(ptr)
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15: TypeVector 6(float) 4
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16: TypePointer Function 15(fvec4)
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17: TypeInt 32 1
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18: TypePointer Function 17(int)
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19(PS_OUTPUT): TypeStruct 15(fvec4) 6(float)
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20: TypeFunction 19(PS_OUTPUT) 16(ptr) 18(ptr)
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27: 6(float) Constant 3212836864
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28: 6(float) Constant 1065353216
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32: 6(float) Constant 1088421888
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34: 6(float) Constant 1077936128
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42: TypeInt 32 0
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43: 42(int) Constant 3
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51: TypePointer Function 19(PS_OUTPUT)
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53: 17(int) Constant 0
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59: 17(int) Constant 1
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67: TypePointer Input 15(fvec4)
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68(inpos): 67(ptr) Variable Input
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77: TypePointer Output 15(fvec4)
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78(@entryPointOutput.Color): 77(ptr) Variable Output
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81: TypePointer Output 6(float)
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82(@entryPointOutput.Depth): 81(ptr) Variable Output
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85: TypePointer Output 17(int)
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86(sampleMask): 85(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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66(inpos): 16(ptr) Variable Function
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70(flattenTemp): 51(ptr) Variable Function
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71(sampleMask): 18(ptr) Variable Function
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72(param): 16(ptr) Variable Function
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74(param): 18(ptr) Variable Function
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69: 15(fvec4) Load 68(inpos)
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Store 66(inpos) 69
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73: 15(fvec4) Load 66(inpos)
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Store 72(param) 73
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75:19(PS_OUTPUT) FunctionCall 23(@main(vf4;i1;) 72(param) 74(param)
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76: 17(int) Load 74(param)
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Store 71(sampleMask) 76
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Store 70(flattenTemp) 75
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79: 16(ptr) AccessChain 70(flattenTemp) 53
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80: 15(fvec4) Load 79
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Store 78(@entryPointOutput.Color) 80
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83: 7(ptr) AccessChain 70(flattenTemp) 59
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84: 6(float) Load 83
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Store 82(@entryPointOutput.Depth) 84
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87: 17(int) Load 71(sampleMask)
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Store 86(sampleMask) 87
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Return
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FunctionEnd
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13(MyFunc(f1;f1;f1;f1;): 2 Function None 8
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9(x): 7(ptr) FunctionParameter
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10(y): 7(ptr) FunctionParameter
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11(z): 7(ptr) FunctionParameter
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12(w): 7(ptr) FunctionParameter
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14: Label
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25: 6(float) Load 9(x)
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Store 10(y) 25
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26: 6(float) Load 10(y)
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Store 11(z) 26
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Store 9(x) 27
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29: 6(float) Load 12(w)
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30: 6(float) FMul 29 28
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Store 12(w) 30
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Return
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FunctionEnd
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23(@main(vf4;i1;):19(PS_OUTPUT) Function None 20
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21(inpos): 16(ptr) FunctionParameter
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22(sampleMask): 18(ptr) FunctionParameter
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24: Label
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31(x): 7(ptr) Variable Function
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33(z): 7(ptr) Variable Function
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35(y): 7(ptr) Variable Function
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36(param): 7(ptr) Variable Function
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38(param): 7(ptr) Variable Function
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39(param): 7(ptr) Variable Function
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41(param): 7(ptr) Variable Function
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52(psout): 51(ptr) Variable Function
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Store 31(x) 32
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Store 33(z) 34
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37: 6(float) Load 31(x)
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Store 36(param) 37
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40: 6(float) Load 33(z)
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Store 39(param) 40
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44: 7(ptr) AccessChain 21(inpos) 43
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45: 6(float) Load 44
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Store 41(param) 45
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46: 2 FunctionCall 13(MyFunc(f1;f1;f1;f1;) 36(param) 38(param) 39(param) 41(param)
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47: 6(float) Load 38(param)
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Store 35(y) 47
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48: 6(float) Load 39(param)
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Store 33(z) 48
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49: 6(float) Load 41(param)
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50: 7(ptr) AccessChain 21(inpos) 43
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Store 50 49
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54: 6(float) Load 31(x)
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55: 6(float) Load 35(y)
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56: 6(float) Load 33(z)
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57: 15(fvec4) CompositeConstruct 54 55 56 28
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58: 16(ptr) AccessChain 52(psout) 53
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Store 58 57
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60: 7(ptr) AccessChain 21(inpos) 43
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61: 6(float) Load 60
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62: 7(ptr) AccessChain 52(psout) 59
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Store 62 61
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63:19(PS_OUTPUT) Load 52(psout)
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ReturnValue 63
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FunctionEnd
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