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https://github.com/RPCS3/glslang.git
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ac3707921e
Now, version 5.* is all connected to making the uint type, which doesn't quite work. Generator versions 4 and 6 do not do this.
287 lines
13 KiB
Plaintext
287 lines
13 KiB
Plaintext
hlsl.intrinsics.evalfns.frag
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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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0:3 Function Definition: @main(f1;vf2;vf3;vf4;vi2; ( temp void)
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0:3 Function Parameters:
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0:3 'inF1' ( in float)
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0:3 'inF2' ( in 2-component vector of float)
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0:3 'inF3' ( in 3-component vector of float)
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0:3 'inF4' ( in 4-component vector of float)
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0:3 'inI2' ( in 2-component vector of int)
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0:? Sequence
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0:4 interpolateAtOffset ( temp float)
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0:4 'inF1' ( in float)
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0:? Constant:
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0:? -0.500000
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0:? -0.062500
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0:5 interpolateAtOffset ( temp 2-component vector of float)
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0:5 'inF2' ( in 2-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.062500
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0:6 interpolateAtOffset ( temp 3-component vector of float)
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0:6 'inF3' ( in 3-component vector of float)
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0:? Constant:
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0:? 0.187500
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0:? -0.375000
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0:7 interpolateAtOffset ( temp 4-component vector of float)
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0:7 'inF4' ( in 4-component vector of float)
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0:? Constant:
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0:? 0.437500
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0:? -0.500000
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0:9 interpolateAtOffset ( temp float)
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0:9 'inF1' ( in float)
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0:9 vector-scale ( temp 2-component vector of float)
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0:9 Convert int to float ( temp 2-component vector of float)
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0:9 right-shift ( temp 2-component vector of int)
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0:9 left-shift ( temp 2-component vector of int)
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0:9 'inI2' ( in 2-component vector of int)
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0:9 Constant:
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0:9 28 (const int)
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0:9 Constant:
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0:9 28 (const int)
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0:9 Constant:
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0:9 0.062500
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0:3 Function Definition: main( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 move second child to first child ( temp float)
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0:? 'inF1' ( temp float)
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0:? 'inF1' (layout( location=0) in float)
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0:3 move second child to first child ( temp 2-component vector of float)
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0:? 'inF2' ( temp 2-component vector of float)
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0:? 'inF2' (layout( location=1) in 2-component vector of float)
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0:3 move second child to first child ( temp 3-component vector of float)
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0:? 'inF3' ( temp 3-component vector of float)
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0:? 'inF3' (layout( location=2) in 3-component vector of float)
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0:3 move second child to first child ( temp 4-component vector of float)
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0:? 'inF4' ( temp 4-component vector of float)
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0:? 'inF4' (layout( location=3) in 4-component vector of float)
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0:3 move second child to first child ( temp 2-component vector of int)
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0:? 'inI2' ( temp 2-component vector of int)
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0:? 'inI2' (layout( location=4) flat in 2-component vector of int)
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0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; ( temp void)
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0:? 'inF1' ( temp float)
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0:? 'inF2' ( temp 2-component vector of float)
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0:? 'inF3' ( temp 3-component vector of float)
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0:? 'inF4' ( temp 4-component vector of float)
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0:? 'inI2' ( temp 2-component vector of int)
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0:? Linker Objects
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0:? 'inF1' (layout( location=0) in float)
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0:? 'inF2' (layout( location=1) in 2-component vector of float)
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0:? 'inF3' (layout( location=2) in 3-component vector of float)
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0:? 'inF4' (layout( location=3) in 4-component vector of float)
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0:? 'inI2' (layout( location=4) flat in 2-component vector of int)
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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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0:3 Function Definition: @main(f1;vf2;vf3;vf4;vi2; ( temp void)
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0:3 Function Parameters:
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0:3 'inF1' ( in float)
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0:3 'inF2' ( in 2-component vector of float)
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0:3 'inF3' ( in 3-component vector of float)
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0:3 'inF4' ( in 4-component vector of float)
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0:3 'inI2' ( in 2-component vector of int)
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0:? Sequence
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0:4 interpolateAtOffset ( temp float)
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0:4 'inF1' ( in float)
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0:? Constant:
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0:? -0.500000
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0:? -0.062500
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0:5 interpolateAtOffset ( temp 2-component vector of float)
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0:5 'inF2' ( in 2-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.062500
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0:6 interpolateAtOffset ( temp 3-component vector of float)
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0:6 'inF3' ( in 3-component vector of float)
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0:? Constant:
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0:? 0.187500
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0:? -0.375000
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0:7 interpolateAtOffset ( temp 4-component vector of float)
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0:7 'inF4' ( in 4-component vector of float)
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0:? Constant:
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0:? 0.437500
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0:? -0.500000
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0:9 interpolateAtOffset ( temp float)
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0:9 'inF1' ( in float)
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0:9 vector-scale ( temp 2-component vector of float)
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0:9 Convert int to float ( temp 2-component vector of float)
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0:9 right-shift ( temp 2-component vector of int)
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0:9 left-shift ( temp 2-component vector of int)
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0:9 'inI2' ( in 2-component vector of int)
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0:9 Constant:
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0:9 28 (const int)
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0:9 Constant:
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0:9 28 (const int)
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0:9 Constant:
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0:9 0.062500
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0:3 Function Definition: main( ( temp void)
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0:3 Function Parameters:
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0:? Sequence
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0:3 move second child to first child ( temp float)
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0:? 'inF1' ( temp float)
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0:? 'inF1' (layout( location=0) in float)
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0:3 move second child to first child ( temp 2-component vector of float)
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0:? 'inF2' ( temp 2-component vector of float)
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0:? 'inF2' (layout( location=1) in 2-component vector of float)
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0:3 move second child to first child ( temp 3-component vector of float)
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0:? 'inF3' ( temp 3-component vector of float)
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0:? 'inF3' (layout( location=2) in 3-component vector of float)
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0:3 move second child to first child ( temp 4-component vector of float)
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0:? 'inF4' ( temp 4-component vector of float)
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0:? 'inF4' (layout( location=3) in 4-component vector of float)
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0:3 move second child to first child ( temp 2-component vector of int)
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0:? 'inI2' ( temp 2-component vector of int)
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0:? 'inI2' (layout( location=4) flat in 2-component vector of int)
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0:3 Function Call: @main(f1;vf2;vf3;vf4;vi2; ( temp void)
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0:? 'inF1' ( temp float)
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0:? 'inF2' ( temp 2-component vector of float)
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0:? 'inF3' ( temp 3-component vector of float)
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0:? 'inF4' ( temp 4-component vector of float)
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0:? 'inI2' ( temp 2-component vector of int)
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0:? Linker Objects
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0:? 'inF1' (layout( location=0) in float)
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0:? 'inF2' (layout( location=1) in 2-component vector of float)
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0:? 'inF3' (layout( location=2) in 3-component vector of float)
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0:? 'inF4' (layout( location=3) in 4-component vector of float)
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0:? 'inI2' (layout( location=4) flat in 2-component vector of int)
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// Module Version 10000
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// Generated by (magic number): 80006
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// Id's are bound by 80
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Capability Shader
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Capability InterpolationFunction
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 51 55 59 63 67
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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 23 "@main(f1;vf2;vf3;vf4;vi2;"
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Name 18 "inF1"
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Name 19 "inF2"
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Name 20 "inF3"
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Name 21 "inF4"
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Name 22 "inI2"
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Name 49 "inF1"
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Name 51 "inF1"
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Name 53 "inF2"
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Name 55 "inF2"
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Name 57 "inF3"
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Name 59 "inF3"
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Name 61 "inF4"
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Name 63 "inF4"
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Name 65 "inI2"
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Name 67 "inI2"
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Name 69 "param"
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Name 71 "param"
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Name 73 "param"
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Name 75 "param"
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Name 77 "param"
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Decorate 51(inF1) Location 0
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Decorate 55(inF2) Location 1
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Decorate 59(inF3) Location 2
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Decorate 63(inF4) Location 3
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Decorate 67(inI2) Flat
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Decorate 67(inI2) Location 4
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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: TypePointer Function 6(float)
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8: TypeVector 6(float) 2
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9: TypePointer Function 8(fvec2)
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10: TypeVector 6(float) 3
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11: TypePointer Function 10(fvec3)
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12: TypeVector 6(float) 4
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13: TypePointer Function 12(fvec4)
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14: TypeInt 32 1
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15: TypeVector 14(int) 2
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16: TypePointer Function 15(ivec2)
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17: TypeFunction 2 7(ptr) 9(ptr) 11(ptr) 13(ptr) 16(ptr)
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25: 6(float) Constant 3204448256
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26: 6(float) Constant 3179282432
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27: 8(fvec2) ConstantComposite 25 26
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29: 6(float) Constant 0
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30: 6(float) Constant 1031798784
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31: 8(fvec2) ConstantComposite 29 30
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33: 6(float) Constant 1044381696
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34: 6(float) Constant 3200253952
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35: 8(fvec2) ConstantComposite 33 34
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37: 6(float) Constant 1054867456
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38: 8(fvec2) ConstantComposite 37 25
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41: 14(int) Constant 28
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50: TypePointer Input 6(float)
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51(inF1): 50(ptr) Variable Input
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54: TypePointer Input 8(fvec2)
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55(inF2): 54(ptr) Variable Input
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58: TypePointer Input 10(fvec3)
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59(inF3): 58(ptr) Variable Input
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62: TypePointer Input 12(fvec4)
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63(inF4): 62(ptr) Variable Input
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66: TypePointer Input 15(ivec2)
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67(inI2): 66(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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49(inF1): 7(ptr) Variable Function
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53(inF2): 9(ptr) Variable Function
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57(inF3): 11(ptr) Variable Function
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61(inF4): 13(ptr) Variable Function
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65(inI2): 16(ptr) Variable Function
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69(param): 7(ptr) Variable Function
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71(param): 9(ptr) Variable Function
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73(param): 11(ptr) Variable Function
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75(param): 13(ptr) Variable Function
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77(param): 16(ptr) Variable Function
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52: 6(float) Load 51(inF1)
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Store 49(inF1) 52
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56: 8(fvec2) Load 55(inF2)
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Store 53(inF2) 56
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60: 10(fvec3) Load 59(inF3)
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Store 57(inF3) 60
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64: 12(fvec4) Load 63(inF4)
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Store 61(inF4) 64
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68: 15(ivec2) Load 67(inI2)
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Store 65(inI2) 68
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70: 6(float) Load 49(inF1)
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Store 69(param) 70
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72: 8(fvec2) Load 53(inF2)
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Store 71(param) 72
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74: 10(fvec3) Load 57(inF3)
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Store 73(param) 74
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76: 12(fvec4) Load 61(inF4)
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Store 75(param) 76
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78: 15(ivec2) Load 65(inI2)
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Store 77(param) 78
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79: 2 FunctionCall 23(@main(f1;vf2;vf3;vf4;vi2;) 69(param) 71(param) 73(param) 75(param) 77(param)
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Return
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FunctionEnd
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23(@main(f1;vf2;vf3;vf4;vi2;): 2 Function None 17
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18(inF1): 7(ptr) FunctionParameter
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19(inF2): 9(ptr) FunctionParameter
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20(inF3): 11(ptr) FunctionParameter
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21(inF4): 13(ptr) FunctionParameter
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22(inI2): 16(ptr) FunctionParameter
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24: Label
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28: 6(float) ExtInst 1(GLSL.std.450) 78(InterpolateAtOffset) 18(inF1) 27
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32: 8(fvec2) ExtInst 1(GLSL.std.450) 78(InterpolateAtOffset) 19(inF2) 31
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36: 10(fvec3) ExtInst 1(GLSL.std.450) 78(InterpolateAtOffset) 20(inF3) 35
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39: 12(fvec4) ExtInst 1(GLSL.std.450) 78(InterpolateAtOffset) 21(inF4) 38
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40: 15(ivec2) Load 22(inI2)
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42: 15(ivec2) CompositeConstruct 41 41
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43: 15(ivec2) ShiftLeftLogical 40 42
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44: 15(ivec2) CompositeConstruct 41 41
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45: 15(ivec2) ShiftRightArithmetic 43 44
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46: 8(fvec2) ConvertSToF 45
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47: 8(fvec2) VectorTimesScalar 46 30
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48: 6(float) ExtInst 1(GLSL.std.450) 78(InterpolateAtOffset) 18(inF1) 47
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Return
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FunctionEnd
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