mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-03 16:41:30 +00:00
02467d8d94
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
222 lines
13 KiB
Plaintext
Executable File
222 lines
13 KiB
Plaintext
Executable File
hlsl.amend.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale (temp 4-component vector of float)
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0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout(offset=16 ) uniform float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:5 Function Definition: f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 Function Call: @f1( (temp void)
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0:12 Function Definition: f2( (temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:13 add (temp float)
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0:13 add (temp float)
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0:13 direct index (temp float)
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0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout(offset=16 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index (temp float)
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0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:17 Function Definition: f3( (temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:25 vector-scale (temp 4-component vector of float)
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0:25 Convert int to float (temp float)
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0:25 d: direct index for structure (layout(offset=44 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 Function Definition: @f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:6 vector-scale (temp 4-component vector of float)
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0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 b: direct index for structure (layout(offset=16 ) uniform float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:6 Constant:
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0:6 1 (const uint)
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0:5 Function Definition: f1( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 Function Call: @f1( (temp void)
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0:12 Function Definition: f2( (temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:13 add (temp float)
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0:13 add (temp float)
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0:13 direct index (temp float)
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0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:13 b: direct index for structure (layout(offset=16 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 1 (const uint)
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0:13 direct index (temp float)
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0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 Constant:
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0:13 0 (const int)
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0:17 Function Definition: f3( (temp void)
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0:17 Function Parameters:
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0:? Sequence
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0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float)
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0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:18 Constant:
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0:18 2 (const uint)
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0:24 Function Definition: f4( (temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:25 vector-scale (temp 4-component vector of float)
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0:25 Convert int to float (temp float)
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0:25 d: direct index for structure (layout(offset=44 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 3 (const uint)
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0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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0:25 Constant:
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0:25 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 50
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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 "f1"
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ExecutionMode 4 OriginUpperLeft
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Name 4 "f1"
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Name 6 "@f1("
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Name 8 "f2("
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Name 10 "f3("
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Name 12 "f4("
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Name 18 "$Global"
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MemberName 18($Global) 0 "a"
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MemberName 18($Global) 1 "b"
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MemberName 18($Global) 2 "c"
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MemberName 18($Global) 3 "d"
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MemberName 18($Global) 4 "e"
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Name 20 ""
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 16
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MemberDecorate 18($Global) 2 Offset 32
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MemberDecorate 18($Global) 3 Offset 44
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MemberDecorate 18($Global) 4 Offset 48
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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14: TypeFloat 32
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15: TypeVector 14(float) 4
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16: TypeVector 14(float) 3
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17: TypeInt 32 1
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18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int)
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19: TypePointer Uniform 18($Global)
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20: 19(ptr) Variable Uniform
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21: 17(int) Constant 0
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22: TypePointer Uniform 15(fvec4)
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25: 17(int) Constant 1
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26: TypePointer Uniform 14(float)
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31: TypeInt 32 0
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32: 31(int) Constant 0
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38: 17(int) Constant 2
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42: 17(int) Constant 3
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43: TypePointer Uniform 17(int)
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4(f1): 2 Function None 3
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5: Label
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30: 2 FunctionCall 6(@f1()
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Return
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FunctionEnd
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6(@f1(): 2 Function None 3
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7: Label
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23: 22(ptr) AccessChain 20 21
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24: 15(fvec4) Load 23
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27: 26(ptr) AccessChain 20 25
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28: 14(float) Load 27
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29: 15(fvec4) VectorTimesScalar 24 28
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Return
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FunctionEnd
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8(f2(): 2 Function None 3
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9: Label
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33: 26(ptr) AccessChain 20 21 32
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34: 14(float) Load 33
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35: 26(ptr) AccessChain 20 25
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36: 14(float) Load 35
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37: 14(float) FAdd 34 36
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39: 26(ptr) AccessChain 20 38 32
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40: 14(float) Load 39
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41: 14(float) FAdd 37 40
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Return
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FunctionEnd
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10(f3(): 2 Function None 3
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11: Label
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Return
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FunctionEnd
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12(f4(): 2 Function None 3
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13: Label
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44: 43(ptr) AccessChain 20 42
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45: 17(int) Load 44
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46: 14(float) ConvertSToF 45
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47: 22(ptr) AccessChain 20 21
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48: 15(fvec4) Load 47
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49: 15(fvec4) VectorTimesScalar 48 46
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Return
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FunctionEnd
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