mirror of
https://github.com/RPCS3/glslang.git
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262 lines
11 KiB
Plaintext
262 lines
11 KiB
Plaintext
hlsl.sample.dx9.vert
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'PosOut' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:16 add second child into first child ( temp 4-component vector of float)
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0:16 'PosOut' ( temp 4-component vector of float)
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0:16 textureLod ( temp 4-component vector of float)
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0:16 'g_sam' (layout( binding=0) uniform sampler2D)
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0:16 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.000000
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0:? 1.000000
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0:16 direct index ( temp float)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.000000
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0:? 1.000000
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0:16 Constant:
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0:16 3 (const int)
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0:17 add second child into first child ( temp 4-component vector of float)
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0:17 'PosOut' ( temp 4-component vector of float)
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0:17 textureLod ( temp 4-component vector of float)
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0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
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0:17 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 1.000000
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0:17 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 1.000000
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0:17 Constant:
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0:17 3 (const int)
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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 divide ( temp 4-component vector of float)
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0:19 'PosOut' ( temp 4-component vector of float)
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0:19 Constant:
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0:19 2.000000
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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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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 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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0:11 Pos: direct index for structure ( temp 4-component vector of float)
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Constant:
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0:11 0 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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Linked vertex stage:
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Shader version: 500
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0:? Sequence
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0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'PosOut' ( temp 4-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:16 add second child into first child ( temp 4-component vector of float)
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0:16 'PosOut' ( temp 4-component vector of float)
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0:16 textureLod ( temp 4-component vector of float)
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0:16 'g_sam' (layout( binding=0) uniform sampler2D)
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0:16 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.000000
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0:? 1.000000
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0:16 direct index ( temp float)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:? 0.000000
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0:? 1.000000
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0:16 Constant:
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0:16 3 (const int)
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0:17 add second child into first child ( temp 4-component vector of float)
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0:17 'PosOut' ( temp 4-component vector of float)
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0:17 textureLod ( temp 4-component vector of float)
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0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
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0:17 Construct vec2 ( temp 2-component vector of float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 1.000000
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0:17 direct index ( temp float)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? 0.000000
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0:? 1.000000
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0:17 Constant:
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0:17 3 (const int)
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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 divide ( temp 4-component vector of float)
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0:19 'PosOut' ( temp 4-component vector of float)
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0:19 Constant:
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0:19 2.000000
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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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0:11 Function Definition: main( ( temp void)
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0:11 Function Parameters:
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0:? Sequence
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0:11 Sequence
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0:11 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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0:11 Pos: direct index for structure ( temp 4-component vector of float)
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Constant:
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0:11 0 (const int)
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0:? Linker Objects
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0:? 'g_sam' (layout( binding=0) uniform sampler2D)
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0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80007
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// Id's are bound by 64
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Capability Shader
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2: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 5 "main" 61
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1: String ""
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Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
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// OpModuleProcessed auto-map-bindings
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// OpModuleProcessed entry-point main
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// OpModuleProcessed client vulkan100
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// OpModuleProcessed target-env vulkan1.0
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// OpModuleProcessed keep-uncalled
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// OpModuleProcessed hlsl-offsets
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#line 1
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"
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Name 5 "main"
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Name 9 "VS_OUTPUT"
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MemberName 9(VS_OUTPUT) 0 "Pos"
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Name 11 "@main("
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Name 14 "PosOut"
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Name 20 "g_sam"
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Name 36 "g_sam2D"
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Name 49 "vsout"
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Name 61 "@entryPointOutput.Pos"
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Decorate 20(g_sam) DescriptorSet 0
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Decorate 20(g_sam) Binding 0
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Decorate 36(g_sam2D) DescriptorSet 0
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Decorate 36(g_sam2D) Binding 1
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Decorate 61(@entryPointOutput.Pos) BuiltIn Position
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3: TypeVoid
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4: TypeFunction 3
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7: TypeFloat 32
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8: TypeVector 7(float) 4
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9(VS_OUTPUT): TypeStruct 8(fvec4)
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10: TypeFunction 9(VS_OUTPUT)
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13: TypePointer Function 8(fvec4)
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15: 7(float) Constant 0
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16: 8(fvec4) ConstantComposite 15 15 15 15
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17: TypeImage 7(float) 2D sampled format:Unknown
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18: TypeSampledImage 17
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19: TypePointer UniformConstant 18
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20(g_sam): 19(ptr) Variable UniformConstant
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22: 7(float) Constant 1050253722
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23: 7(float) Constant 1053609165
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24: 7(float) Constant 1065353216
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25: 8(fvec4) ConstantComposite 22 23 15 24
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26: TypeVector 7(float) 2
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30: TypeInt 32 0
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31: 30(int) Constant 3
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36(g_sam2D): 19(ptr) Variable UniformConstant
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38: 7(float) Constant 1056964608
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39: 7(float) Constant 1058642330
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40: 8(fvec4) ConstantComposite 38 39 15 24
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48: TypePointer Function 9(VS_OUTPUT)
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50: TypeInt 32 1
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51: 50(int) Constant 0
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53: 7(float) Constant 1073741824
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60: TypePointer Output 8(fvec4)
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61(@entryPointOutput.Pos): 60(ptr) Variable Output
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5(main): 3 Function None 4
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6: Label
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Line 1 11 0
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62:9(VS_OUTPUT) FunctionCall 11(@main()
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63: 8(fvec4) CompositeExtract 62 0
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Store 61(@entryPointOutput.Pos) 63
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Return
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FunctionEnd
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11(@main():9(VS_OUTPUT) Function None 10
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12: Label
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14(PosOut): 13(ptr) Variable Function
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49(vsout): 48(ptr) Variable Function
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Line 1 14 0
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Store 14(PosOut) 16
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Line 1 16 0
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21: 18 Load 20(g_sam)
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27: 7(float) CompositeExtract 25 0
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28: 7(float) CompositeExtract 25 1
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29: 26(fvec2) CompositeConstruct 27 28
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32: 7(float) CompositeExtract 25 3
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33: 8(fvec4) ImageSampleExplicitLod 21 29 Lod 32
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34: 8(fvec4) Load 14(PosOut)
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35: 8(fvec4) FAdd 34 33
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Store 14(PosOut) 35
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Line 1 17 0
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37: 18 Load 36(g_sam2D)
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41: 7(float) CompositeExtract 40 0
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42: 7(float) CompositeExtract 40 1
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43: 26(fvec2) CompositeConstruct 41 42
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44: 7(float) CompositeExtract 40 3
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45: 8(fvec4) ImageSampleExplicitLod 37 43 Lod 44
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46: 8(fvec4) Load 14(PosOut)
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47: 8(fvec4) FAdd 46 45
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Store 14(PosOut) 47
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Line 1 19 0
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52: 8(fvec4) Load 14(PosOut)
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54: 8(fvec4) CompositeConstruct 53 53 53 53
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55: 8(fvec4) FDiv 52 54
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56: 13(ptr) AccessChain 49(vsout) 51
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Store 56 55
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Line 1 21 0
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57:9(VS_OUTPUT) Load 49(vsout)
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ReturnValue 57
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FunctionEnd
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