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https://github.com/RPCS3/glslang.git
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7dc630f3da
Locations now get assigned in order, but skipping built-ins, which can be done post flattening.
171 lines
8.1 KiB
Plaintext
Executable File
171 lines
8.1 KiB
Plaintext
Executable File
hlsl.precedence.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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0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' (layout(location=0 ) in 4-component vector of float)
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0:7 'a2' (layout(location=1 ) in 4-component vector of float)
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0:7 'a3' (layout(location=2 ) in 4-component vector of float)
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0:7 'a4' (layout(location=3 ) in 4-component vector of float)
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0:? Sequence
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0:8 Sequence
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0:8 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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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 'a1' (layout(location=0 ) in 4-component vector of float)
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0:8 component-wise multiply (temp 4-component vector of float)
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0:8 'a2' (layout(location=1 ) in 4-component vector of float)
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0:8 'a3' (layout(location=2 ) in 4-component vector of float)
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0:8 'a4' (layout(location=3 ) in 4-component vector of float)
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0:? Construct vec4 (temp 4-component vector of float)
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0:8 component-wise multiply (temp 3-component vector of float)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a1' (layout(location=0 ) in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a2' (layout(location=1 ) in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 direct index (temp float)
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0:8 'a3' (layout(location=2 ) in 4-component vector of float)
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0:8 Constant:
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0:8 3 (const int)
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0:8 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:? 'a4' (layout(location=3 ) in 4-component vector of float)
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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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0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' (layout(location=0 ) in 4-component vector of float)
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0:7 'a2' (layout(location=1 ) in 4-component vector of float)
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0:7 'a3' (layout(location=2 ) in 4-component vector of float)
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0:7 'a4' (layout(location=3 ) in 4-component vector of float)
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0:? Sequence
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0:8 Sequence
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0:8 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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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 add (temp 4-component vector of float)
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0:8 'a1' (layout(location=0 ) in 4-component vector of float)
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0:8 component-wise multiply (temp 4-component vector of float)
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0:8 'a2' (layout(location=1 ) in 4-component vector of float)
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0:8 'a3' (layout(location=2 ) in 4-component vector of float)
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0:8 'a4' (layout(location=3 ) in 4-component vector of float)
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0:? Construct vec4 (temp 4-component vector of float)
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0:8 component-wise multiply (temp 3-component vector of float)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a1' (layout(location=0 ) in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 vector swizzle (temp 3-component vector of float)
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0:8 'a2' (layout(location=1 ) in 4-component vector of float)
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0:8 Sequence
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 1 (const int)
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0:8 Constant:
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0:8 2 (const int)
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0:8 direct index (temp float)
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0:8 'a3' (layout(location=2 ) in 4-component vector of float)
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0:8 Constant:
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0:8 3 (const int)
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0:8 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'a1' (layout(location=0 ) in 4-component vector of float)
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0:? 'a2' (layout(location=1 ) in 4-component vector of float)
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0:? 'a3' (layout(location=2 ) in 4-component vector of float)
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0:? 'a4' (layout(location=3 ) in 4-component vector of float)
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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 39
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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 "PixelShaderFunction" 9 11 13 15 19
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "a1"
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Name 13 "a2"
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Name 15 "a3"
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Name 19 "a4"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(a1) Location 0
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Decorate 13(a2) Location 1
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Decorate 15(a3) Location 2
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Decorate 19(a4) Location 3
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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: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypePointer Input 7(fvec4)
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11(a1): 10(ptr) Variable Input
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13(a2): 10(ptr) Variable Input
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15(a3): 10(ptr) Variable Input
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19(a4): 10(ptr) Variable Input
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22: TypeVector 6(float) 3
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28: TypeInt 32 0
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29: 28(int) Constant 3
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30: TypePointer Input 6(float)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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12: 7(fvec4) Load 11(a1)
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14: 7(fvec4) Load 13(a2)
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16: 7(fvec4) Load 15(a3)
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17: 7(fvec4) FMul 14 16
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18: 7(fvec4) FAdd 12 17
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20: 7(fvec4) Load 19(a4)
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21: 7(fvec4) FAdd 18 20
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23: 7(fvec4) Load 11(a1)
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24: 22(fvec3) VectorShuffle 23 23 0 1 2
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25: 7(fvec4) Load 13(a2)
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26: 22(fvec3) VectorShuffle 25 25 0 1 2
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27: 22(fvec3) FMul 24 26
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31: 30(ptr) AccessChain 15(a3) 29
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32: 6(float) Load 31
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33: 6(float) CompositeExtract 27 0
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34: 6(float) CompositeExtract 27 1
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35: 6(float) CompositeExtract 27 2
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36: 7(fvec4) CompositeConstruct 33 34 35 32
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37: 7(fvec4) FAdd 21 36
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Store 9(@entryPointOutput) 37
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Return
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FunctionEnd
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