mirror of
https://github.com/RPCS3/glslang.git
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269 lines
23 KiB
Plaintext
269 lines
23 KiB
Plaintext
hlsl.matpack-pragma.frag
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WARNING: 0:19: 'random_string_foo' : unknown pack_matrix pragma value
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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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0:29 Function Definition: @main( ( temp 4-component vector of float)
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0:29 Function Parameters:
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0:? Sequence
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0:32 Branch: Return with expression
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0:32 add ( temp 4-component vector of float)
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0:32 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 direct index (layout( row_major) temp 4-component vector of float)
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0:31 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 0 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:31 direct index (layout( column_major) temp 4-component vector of float)
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0:31 mat2: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 1 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:31 direct index (layout( column_major) temp 4-component vector of float)
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0:31 mat3: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 2 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:32 direct index (layout( row_major) temp 4-component vector of float)
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0:32 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index (layout( column_major) temp 4-component vector of float)
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0:32 mat2: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 1 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index (layout( row_major) temp 4-component vector of float)
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0:32 mat3: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 2 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:29 Function Definition: main( ( temp void)
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0:29 Function Parameters:
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0:? Sequence
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0:29 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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0:29 Function Call: @main( ( 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 structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:? '@entryPointOutput' (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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0:? Sequence
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0:29 Function Definition: @main( ( temp 4-component vector of float)
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0:29 Function Parameters:
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0:? Sequence
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0:32 Branch: Return with expression
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0:32 add ( temp 4-component vector of float)
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0:32 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 direct index (layout( row_major) temp 4-component vector of float)
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0:31 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 0 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:31 direct index (layout( column_major) temp 4-component vector of float)
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0:31 mat2: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 1 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:31 direct index (layout( column_major) temp 4-component vector of float)
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0:31 mat3: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:31 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3})
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 Constant:
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0:31 2 (const int)
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0:31 Constant:
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0:31 0 (const int)
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0:32 direct index (layout( row_major) temp 4-component vector of float)
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0:32 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index (layout( column_major) temp 4-component vector of float)
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0:32 mat2: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 1 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:32 direct index (layout( row_major) temp 4-component vector of float)
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0:32 mat3: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:32 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3})
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0:32 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 2 (const int)
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0:32 Constant:
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0:32 0 (const int)
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0:29 Function Definition: main( ( temp void)
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0:29 Function Parameters:
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0:? Sequence
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0:29 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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0:29 Function Call: @main( ( 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 structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( column_major) temp 4X4 matrix of float mat3} g_MyBuffer1, layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, layout( row_major) temp 4X4 matrix of float mat3} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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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 44
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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" 42
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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 9 "@main("
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Name 12 "MyBuffer1"
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MemberName 12(MyBuffer1) 0 "mat1"
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MemberName 12(MyBuffer1) 1 "mat2"
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MemberName 12(MyBuffer1) 2 "mat3"
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Name 13 "MyBuffer2"
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MemberName 13(MyBuffer2) 0 "mat1"
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MemberName 13(MyBuffer2) 1 "mat2"
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MemberName 13(MyBuffer2) 2 "mat3"
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Name 14 "Example"
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MemberName 14(Example) 0 "g_MyBuffer1"
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MemberName 14(Example) 1 "g_MyBuffer2"
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MemberName 14(Example) 2 "mat1a"
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Name 16 ""
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Name 42 "@entryPointOutput"
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MemberDecorate 12(MyBuffer1) 0 RowMajor
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MemberDecorate 12(MyBuffer1) 0 Offset 0
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MemberDecorate 12(MyBuffer1) 0 MatrixStride 16
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MemberDecorate 12(MyBuffer1) 1 ColMajor
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MemberDecorate 12(MyBuffer1) 1 Offset 64
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MemberDecorate 12(MyBuffer1) 1 MatrixStride 16
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MemberDecorate 12(MyBuffer1) 2 ColMajor
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MemberDecorate 12(MyBuffer1) 2 Offset 128
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MemberDecorate 12(MyBuffer1) 2 MatrixStride 16
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MemberDecorate 13(MyBuffer2) 0 RowMajor
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MemberDecorate 13(MyBuffer2) 0 Offset 0
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MemberDecorate 13(MyBuffer2) 0 MatrixStride 16
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MemberDecorate 13(MyBuffer2) 1 ColMajor
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MemberDecorate 13(MyBuffer2) 1 Offset 64
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MemberDecorate 13(MyBuffer2) 1 MatrixStride 16
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MemberDecorate 13(MyBuffer2) 2 RowMajor
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MemberDecorate 13(MyBuffer2) 2 Offset 128
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MemberDecorate 13(MyBuffer2) 2 MatrixStride 16
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MemberDecorate 14(Example) 0 Offset 0
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MemberDecorate 14(Example) 1 Offset 192
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MemberDecorate 14(Example) 2 RowMajor
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MemberDecorate 14(Example) 2 Offset 384
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MemberDecorate 14(Example) 2 MatrixStride 16
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Decorate 14(Example) Block
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Decorate 16 DescriptorSet 0
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Decorate 42(@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: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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11: TypeMatrix 7(fvec4) 4
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12(MyBuffer1): TypeStruct 11 11 11
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13(MyBuffer2): TypeStruct 11 11 11
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14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11
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15: TypePointer Uniform 14(Example)
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16: 15(ptr) Variable Uniform
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17: TypeInt 32 1
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18: 17(int) Constant 0
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19: TypePointer Uniform 7(fvec4)
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22: 17(int) Constant 1
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26: 17(int) Constant 2
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41: TypePointer Output 7(fvec4)
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42(@entryPointOutput): 41(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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43: 7(fvec4) FunctionCall 9(@main()
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Store 42(@entryPointOutput) 43
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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20: 19(ptr) AccessChain 16 18 18 18
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21: 7(fvec4) Load 20
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23: 19(ptr) AccessChain 16 18 22 18
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24: 7(fvec4) Load 23
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25: 7(fvec4) FAdd 21 24
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27: 19(ptr) AccessChain 16 18 26 18
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28: 7(fvec4) Load 27
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29: 7(fvec4) FAdd 25 28
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30: 19(ptr) AccessChain 16 22 18 18
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31: 7(fvec4) Load 30
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32: 7(fvec4) FAdd 29 31
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33: 19(ptr) AccessChain 16 22 22 18
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34: 7(fvec4) Load 33
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35: 7(fvec4) FAdd 32 34
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36: 19(ptr) AccessChain 16 22 26 18
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37: 7(fvec4) Load 36
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38: 7(fvec4) FAdd 35 37
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ReturnValue 38
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FunctionEnd
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