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219 lines
12 KiB
219 lines
12 KiB
4 months ago
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hlsl.flattenSubset.frag
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WARNING: AST will form illegal SPIR-V; need to transform to legalize
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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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0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:33 move second child to first child ( temp sampler)
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0:33 ss: direct index for structure ( temp sampler)
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0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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0:33 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:33 Constant:
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0:33 2 (const int)
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0:33 Constant:
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0:33 2 (const int)
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0:33 'samp' ( uniform sampler)
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0:34 move second child to first child ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:34 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:34 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources})
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0:34 Constant:
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0:34 5 (const int)
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0:34 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:35 Branch: Return with expression
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0:35 texture ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp sampler2D)
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0:35 'tex' ( uniform texture2D)
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0:35 ss: direct index for structure ( temp sampler)
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0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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0:35 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:35 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources})
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0:35 Constant:
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0:35 5 (const int)
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0:35 Constant:
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0:35 2 (const int)
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0:35 Constant:
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0:35 2 (const int)
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0:35 Constant:
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0:35 0.500000
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0:35 0.500000
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0:30 Function Definition: main( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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0:30 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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0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'samp' ( uniform sampler)
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0:? 'tex' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' (layout( location=0) 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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0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:33 move second child to first child ( temp sampler)
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0:33 ss: direct index for structure ( temp sampler)
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0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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0:33 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:33 Constant:
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0:33 2 (const int)
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0:33 Constant:
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0:33 2 (const int)
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0:33 'samp' ( uniform sampler)
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0:34 move second child to first child ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:34 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:34 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources})
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0:34 Constant:
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0:34 5 (const int)
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0:34 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:35 Branch: Return with expression
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0:35 texture ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp sampler2D)
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0:35 'tex' ( uniform texture2D)
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0:35 ss: direct index for structure ( temp sampler)
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0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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0:35 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a})
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0:35 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources})
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0:35 Constant:
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0:35 5 (const int)
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0:35 Constant:
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0:35 2 (const int)
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0:35 Constant:
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0:35 2 (const int)
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0:35 Constant:
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0:35 0.500000
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0:35 0.500000
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0:30 Function Definition: main( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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0:30 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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0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'samp' ( uniform sampler)
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0:? 'tex' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 54
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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 "main" 47 50
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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 11 "@main(vf4;"
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Name 10 "vpos"
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Name 15 "S0"
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MemberName 15(S0) 0 "x"
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MemberName 15(S0) 1 "y"
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MemberName 15(S0) 2 "ss"
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Name 16 "S1"
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MemberName 16(S1) 0 "b"
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MemberName 16(S1) 1 "samplerState"
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MemberName 16(S1) 2 "s0"
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MemberName 16(S1) 3 "a"
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Name 18 "s1"
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Name 21 "samp"
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Name 25 "S2"
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MemberName 25(S2) 0 "a1"
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MemberName 25(S2) 1 "a2"
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MemberName 25(S2) 2 "a3"
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MemberName 25(S2) 3 "a4"
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MemberName 25(S2) 4 "a5"
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MemberName 25(S2) 5 "resources"
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Name 27 "s2"
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Name 33 "tex"
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Name 45 "vpos"
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Name 47 "vpos"
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Name 50 "@entryPointOutput"
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Name 51 "param"
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Decorate 21(samp) DescriptorSet 0
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Decorate 21(samp) Binding 0
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Decorate 33(tex) DescriptorSet 0
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Decorate 33(tex) Binding 1
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Decorate 47(vpos) Location 0
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Decorate 50(@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)
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13: TypeSampler
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14: TypeInt 32 1
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15(S0): TypeStruct 14(int) 14(int) 13
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16(S1): TypeStruct 6(float) 13 15(S0) 14(int)
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17: TypePointer Function 16(S1)
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19: 14(int) Constant 2
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20: TypePointer UniformConstant 13
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21(samp): 20(ptr) Variable UniformConstant
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23: TypePointer Function 13
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25(S2): TypeStruct 14(int) 14(int) 14(int) 14(int) 14(int) 16(S1)
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26: TypePointer Function 25(S2)
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28: 14(int) Constant 5
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31: TypeImage 6(float) 2D sampled format:Unknown
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32: TypePointer UniformConstant 31
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33(tex): 32(ptr) Variable UniformConstant
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37: TypeSampledImage 31
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39: TypeVector 6(float) 2
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40: 6(float) Constant 1056964608
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41: 39(fvec2) ConstantComposite 40 40
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46: TypePointer Input 7(fvec4)
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47(vpos): 46(ptr) Variable Input
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49: TypePointer Output 7(fvec4)
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50(@entryPointOutput): 49(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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45(vpos): 8(ptr) Variable Function
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51(param): 8(ptr) Variable Function
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48: 7(fvec4) Load 47(vpos)
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Store 45(vpos) 48
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52: 7(fvec4) Load 45(vpos)
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Store 51(param) 52
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53: 7(fvec4) FunctionCall 11(@main(vf4;) 51(param)
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Store 50(@entryPointOutput) 53
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Return
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FunctionEnd
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11(@main(vf4;): 7(fvec4) Function None 9
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10(vpos): 8(ptr) FunctionParameter
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12: Label
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18(s1): 17(ptr) Variable Function
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27(s2): 26(ptr) Variable Function
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22: 13 Load 21(samp)
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24: 23(ptr) AccessChain 18(s1) 19 19
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Store 24 22
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29: 16(S1) Load 18(s1)
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30: 17(ptr) AccessChain 27(s2) 28
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Store 30 29
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34: 31 Load 33(tex)
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35: 23(ptr) AccessChain 27(s2) 28 19 19
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36: 13 Load 35
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38: 37 SampledImage 34 36
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42: 7(fvec4) ImageSampleImplicitLod 38 41
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ReturnValue 42
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FunctionEnd
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