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https://github.com/RPCS3/glslang.git
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154 lines
8.8 KiB
Plaintext
Executable File
154 lines
8.8 KiB
Plaintext
Executable File
hlsl.buffer.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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0:23 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' (in 4-component vector of float)
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0:? Sequence
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0:21 Branch: Return with expression
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0:21 add (temp 4-component vector of float)
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0:21 add (temp 4-component vector of float)
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0:21 add (temp 4-component vector of float)
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0:21 'input' (in 4-component vector of float)
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0:21 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:21 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 add (temp 4-component vector of float)
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0:21 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:21 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:21 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 v4: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:21 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4})
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0:21 Constant:
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0:21 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3})
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0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4})
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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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0:23 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' (in 4-component vector of float)
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0:? Sequence
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0:21 Branch: Return with expression
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0:21 add (temp 4-component vector of float)
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0:21 add (temp 4-component vector of float)
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0:21 add (temp 4-component vector of float)
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0:21 'input' (in 4-component vector of float)
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0:21 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:21 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 add (temp 4-component vector of float)
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0:21 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:21 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:21 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3})
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0:21 Constant:
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0:21 0 (const uint)
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0:21 v4: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:21 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4})
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0:21 Constant:
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0:21 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3})
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0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4})
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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
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 450
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Name 4 "PixelShaderFunction"
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Name 9 "input"
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Name 11 ""
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MemberName 11 0 "v1"
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Name 13 ""
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Name 20 ""
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MemberName 20 0 "v2"
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Name 22 ""
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Name 25 ""
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MemberName 25 0 "v3"
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MemberName 25 1 "i3"
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Name 27 ""
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Name 32 ""
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MemberName 32 0 "v4"
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MemberName 32 1 "i4"
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Name 34 ""
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MemberDecorate 11 0 Offset 0
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Decorate 11 Block
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Decorate 13 DescriptorSet 0
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MemberDecorate 20 0 Offset 0
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Decorate 20 BufferBlock
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Decorate 22 DescriptorSet 0
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MemberDecorate 25 0 Offset 0
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MemberDecorate 25 1 Offset 16
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Decorate 25 Block
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Decorate 27 DescriptorSet 0
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MemberDecorate 32 0 Offset 0
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MemberDecorate 32 1 Offset 16
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Decorate 32 BufferBlock
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Decorate 34 DescriptorSet 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 Input 7(fvec4)
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9(input): 8(ptr) Variable Input
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11: TypeStruct 7(fvec4)
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12: TypePointer Uniform 11(struct)
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13: 12(ptr) Variable Uniform
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14: TypeInt 32 1
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15: 14(int) Constant 0
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16: TypePointer Uniform 7(fvec4)
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20: TypeStruct 7(fvec4)
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21: TypePointer Uniform 20(struct)
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22: 21(ptr) Variable Uniform
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25: TypeStruct 7(fvec4) 14(int)
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26: TypePointer Uniform 25(struct)
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27: 26(ptr) Variable Uniform
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32: TypeStruct 7(fvec4) 14(int)
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33: TypePointer Uniform 32(struct)
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34: 33(ptr) Variable Uniform
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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10: 7(fvec4) Load 9(input)
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17: 16(ptr) AccessChain 13 15
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18: 7(fvec4) Load 17
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19: 7(fvec4) FAdd 10 18
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23: 16(ptr) AccessChain 22 15
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24: 7(fvec4) Load 23
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28: 16(ptr) AccessChain 27 15
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29: 7(fvec4) Load 28
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30: 7(fvec4) FAdd 24 29
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31: 7(fvec4) FAdd 19 30
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35: 16(ptr) AccessChain 34 15
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36: 7(fvec4) Load 35
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37: 7(fvec4) FAdd 31 36
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ReturnValue 37
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FunctionEnd
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