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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.
258 lines
12 KiB
Plaintext
Executable File
258 lines
12 KiB
Plaintext
Executable File
hlsl.precedence.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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0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' ( in 4-component vector of float)
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0:7 'a2' ( in 4-component vector of float)
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0:7 'a3' ( in 4-component vector of float)
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0:7 'a4' ( in 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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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' ( 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' ( in 4-component vector of float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 'a4' ( 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' ( 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' ( 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' ( 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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0:7 Function Definition: PixelShaderFunction( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a1' (layout( location=0) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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0:? 'a4' (layout( location=3) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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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: 500
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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; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'a1' ( in 4-component vector of float)
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0:7 'a2' ( in 4-component vector of float)
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0:7 'a3' ( in 4-component vector of float)
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0:7 'a4' ( in 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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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' ( 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' ( in 4-component vector of float)
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0:8 'a3' ( in 4-component vector of float)
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0:8 'a4' ( 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' ( 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' ( 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' ( 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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0:7 Function Definition: PixelShaderFunction( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a1' (layout( location=0) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a2' (layout( location=1) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a3' (layout( location=2) in 4-component vector of float)
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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0:? 'a4' (layout( location=3) in 4-component vector of float)
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0:7 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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0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
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0:? 'a1' ( temp 4-component vector of float)
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0:? 'a2' ( temp 4-component vector of float)
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0:? 'a3' ( temp 4-component vector of float)
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0:? 'a4' ( temp 4-component vector of float)
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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): 80006
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// Id's are bound by 65
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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" 43 46 49 52 55
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 14 "@PixelShaderFunction(vf4;vf4;vf4;vf4;"
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Name 10 "a1"
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Name 11 "a2"
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Name 12 "a3"
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Name 13 "a4"
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Name 41 "a1"
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Name 43 "a1"
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Name 45 "a2"
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Name 46 "a2"
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Name 48 "a3"
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Name 49 "a3"
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Name 51 "a4"
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Name 52 "a4"
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Name 55 "@entryPointOutput"
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Name 56 "param"
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Name 58 "param"
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Name 60 "param"
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Name 62 "param"
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Decorate 43(a1) Location 0
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Decorate 46(a2) Location 1
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Decorate 49(a3) Location 2
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Decorate 52(a4) Location 3
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Decorate 55(@entryPointOutput) Location 0
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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 Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr) 8(ptr) 8(ptr) 8(ptr)
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23: TypeVector 6(float) 3
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29: TypeInt 32 0
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30: 29(int) Constant 3
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31: TypePointer Function 6(float)
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42: TypePointer Input 7(fvec4)
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43(a1): 42(ptr) Variable Input
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46(a2): 42(ptr) Variable Input
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49(a3): 42(ptr) Variable Input
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52(a4): 42(ptr) Variable Input
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54: TypePointer Output 7(fvec4)
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55(@entryPointOutput): 54(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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41(a1): 8(ptr) Variable Function
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45(a2): 8(ptr) Variable Function
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48(a3): 8(ptr) Variable Function
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51(a4): 8(ptr) Variable Function
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56(param): 8(ptr) Variable Function
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58(param): 8(ptr) Variable Function
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60(param): 8(ptr) Variable Function
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62(param): 8(ptr) Variable Function
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44: 7(fvec4) Load 43(a1)
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Store 41(a1) 44
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47: 7(fvec4) Load 46(a2)
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Store 45(a2) 47
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50: 7(fvec4) Load 49(a3)
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Store 48(a3) 50
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53: 7(fvec4) Load 52(a4)
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Store 51(a4) 53
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57: 7(fvec4) Load 41(a1)
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Store 56(param) 57
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59: 7(fvec4) Load 45(a2)
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Store 58(param) 59
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61: 7(fvec4) Load 48(a3)
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Store 60(param) 61
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63: 7(fvec4) Load 51(a4)
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Store 62(param) 63
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64: 7(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;vf4;vf4;vf4;) 56(param) 58(param) 60(param) 62(param)
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Store 55(@entryPointOutput) 64
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Return
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FunctionEnd
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14(@PixelShaderFunction(vf4;vf4;vf4;vf4;): 7(fvec4) Function None 9
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10(a1): 8(ptr) FunctionParameter
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11(a2): 8(ptr) FunctionParameter
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12(a3): 8(ptr) FunctionParameter
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13(a4): 8(ptr) FunctionParameter
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15: Label
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16: 7(fvec4) Load 10(a1)
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17: 7(fvec4) Load 11(a2)
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18: 7(fvec4) Load 12(a3)
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19: 7(fvec4) FMul 17 18
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20: 7(fvec4) FAdd 16 19
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21: 7(fvec4) Load 13(a4)
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22: 7(fvec4) FAdd 20 21
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24: 7(fvec4) Load 10(a1)
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25: 23(fvec3) VectorShuffle 24 24 0 1 2
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26: 7(fvec4) Load 11(a2)
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27: 23(fvec3) VectorShuffle 26 26 0 1 2
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28: 23(fvec3) FMul 25 27
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32: 31(ptr) AccessChain 12(a3) 30
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33: 6(float) Load 32
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34: 6(float) CompositeExtract 28 0
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35: 6(float) CompositeExtract 28 1
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36: 6(float) CompositeExtract 28 2
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37: 7(fvec4) CompositeConstruct 34 35 36 33
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38: 7(fvec4) FAdd 22 37
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ReturnValue 38
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FunctionEnd
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