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https://github.com/RPCS3/glslang.git
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179 lines
9.1 KiB
Plaintext
179 lines
9.1 KiB
Plaintext
hlsl.struct.split.trivial.vert
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Shader version: 500
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0:? Sequence
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0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:16 Function Parameters:
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0:16 'vsin' ( in structure{ temp 4-component vector of float Pos_in})
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0:16 'Pos_loose' ( in 4-component vector of float)
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0:? Sequence
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 Pos: direct index for structure ( temp 4-component vector of float)
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0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
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0:19 Constant:
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0:19 0 (const int)
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0:19 add ( temp 4-component vector of float)
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0:19 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:19 'vsin' ( in structure{ temp 4-component vector of float Pos_in})
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0:19 Constant:
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0:19 0 (const int)
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0:19 'Pos_loose' ( in 4-component vector of float)
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0:21 Branch: Return with expression
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0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
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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 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:16 Pos: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:16 Function Definition: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:16 Function Parameters:
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0:16 'vsin' ( in structure{ temp 4-component vector of float Pos_in})
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0:16 'Pos_loose' ( in 4-component vector of float)
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0:? Sequence
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 Pos: direct index for structure ( temp 4-component vector of float)
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0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
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0:19 Constant:
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0:19 0 (const int)
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0:19 add ( temp 4-component vector of float)
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0:19 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:19 'vsin' ( in structure{ temp 4-component vector of float Pos_in})
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0:19 Constant:
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0:19 0 (const int)
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0:19 'Pos_loose' ( in 4-component vector of float)
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0:21 Branch: Return with expression
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0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
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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 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:16 Pos: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 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 45
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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 Vertex 4 "main" 31 35 38
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Source HLSL 500
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Name 4 "main"
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Name 8 "VS_INPUT"
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MemberName 8(VS_INPUT) 0 "Pos_in"
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Name 11 "VS_OUTPUT"
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MemberName 11(VS_OUTPUT) 0 "Pos"
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Name 15 "@main(struct-VS_INPUT-vf41;vf4;"
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Name 13 "vsin"
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Name 14 "Pos_loose"
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Name 18 "vsout"
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Name 29 "vsin"
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Name 31 "vsin.Pos_in"
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Name 34 "Pos_loose"
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Name 35 "Pos_loose"
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Name 38 "@entryPointOutput.Pos"
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Name 39 "param"
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Name 41 "param"
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Decorate 31(vsin.Pos_in) Location 0
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Decorate 35(Pos_loose) Location 1
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Decorate 38(@entryPointOutput.Pos) BuiltIn Position
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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(VS_INPUT): TypeStruct 7(fvec4)
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9: TypePointer Function 8(VS_INPUT)
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10: TypePointer Function 7(fvec4)
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11(VS_OUTPUT): TypeStruct 7(fvec4)
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12: TypeFunction 11(VS_OUTPUT) 9(ptr) 10(ptr)
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17: TypePointer Function 11(VS_OUTPUT)
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19: TypeInt 32 1
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20: 19(int) Constant 0
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30: TypePointer Input 7(fvec4)
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31(vsin.Pos_in): 30(ptr) Variable Input
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35(Pos_loose): 30(ptr) Variable Input
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37: TypePointer Output 7(fvec4)
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38(@entryPointOutput.Pos): 37(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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29(vsin): 9(ptr) Variable Function
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34(Pos_loose): 10(ptr) Variable Function
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39(param): 9(ptr) Variable Function
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41(param): 10(ptr) Variable Function
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32: 7(fvec4) Load 31(vsin.Pos_in)
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33: 10(ptr) AccessChain 29(vsin) 20
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Store 33 32
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36: 7(fvec4) Load 35(Pos_loose)
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Store 34(Pos_loose) 36
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40: 8(VS_INPUT) Load 29(vsin)
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Store 39(param) 40
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42: 7(fvec4) Load 34(Pos_loose)
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Store 41(param) 42
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43:11(VS_OUTPUT) FunctionCall 15(@main(struct-VS_INPUT-vf41;vf4;) 39(param) 41(param)
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44: 7(fvec4) CompositeExtract 43 0
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Store 38(@entryPointOutput.Pos) 44
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Return
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FunctionEnd
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15(@main(struct-VS_INPUT-vf41;vf4;):11(VS_OUTPUT) Function None 12
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13(vsin): 9(ptr) FunctionParameter
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14(Pos_loose): 10(ptr) FunctionParameter
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16: Label
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18(vsout): 17(ptr) Variable Function
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21: 10(ptr) AccessChain 13(vsin) 20
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22: 7(fvec4) Load 21
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23: 7(fvec4) Load 14(Pos_loose)
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24: 7(fvec4) FAdd 22 23
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25: 10(ptr) AccessChain 18(vsout) 20
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Store 25 24
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26:11(VS_OUTPUT) Load 18(vsout)
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ReturnValue 26
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FunctionEnd
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