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hlsl.load.rwbuffer.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Function Parameters:
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 Color: direct index for structure ( temp 4-component vector of float)
0:29 'psout' ( temp structure{ temp 4-component vector of float Color})
0:29 Constant:
0:29 0 (const int)
0:29 Constant:
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:31 Branch: Return with expression
0:31 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Function Definition: main( ( temp void)
0:22 Function Parameters:
0:? Sequence
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:? Linker Objects
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:22 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Function Parameters:
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 Color: direct index for structure ( temp 4-component vector of float)
0:29 'psout' ( temp structure{ temp 4-component vector of float Color})
0:29 Constant:
0:29 0 (const int)
0:29 Constant:
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:29 1.000000
0:31 Branch: Return with expression
0:31 'psout' ( temp structure{ temp 4-component vector of float Color})
0:22 Function Definition: main( ( temp void)
0:22 Function Parameters:
0:? Sequence
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
0:22 0 (const int)
0:? Linker Objects
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 57
Capability Shader
Capability ImageBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 54
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "@main("
Name 14 "g_tBuffF"
Name 20 "$Global"
MemberName 20($Global) 0 "c1"
MemberName 20($Global) 1 "c2"
MemberName 20($Global) 2 "c3"
MemberName 20($Global) 3 "c4"
MemberName 20($Global) 4 "o1"
MemberName 20($Global) 5 "o2"
MemberName 20($Global) 6 "o3"
MemberName 20($Global) 7 "o4"
Name 22 ""
Name 31 "g_tBuffU"
Name 39 "g_tBuffI"
Name 45 "psout"
Name 54 "@entryPointOutput.Color"
Decorate 14(g_tBuffF) DescriptorSet 0
Decorate 14(g_tBuffF) Binding 0
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 8
MemberDecorate 20($Global) 2 Offset 16
MemberDecorate 20($Global) 3 Offset 32
MemberDecorate 20($Global) 4 Offset 48
MemberDecorate 20($Global) 5 Offset 56
MemberDecorate 20($Global) 6 Offset 64
MemberDecorate 20($Global) 7 Offset 80
Decorate 20($Global) Block
Decorate 22 DescriptorSet 0
Decorate 22 Binding 3
Decorate 31(g_tBuffU) DescriptorSet 0
Decorate 31(g_tBuffU) Binding 2
Decorate 39(g_tBuffI) DescriptorSet 0
Decorate 39(g_tBuffI) Binding 1
Decorate 54(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeImage 6(float) Buffer nonsampled format:Rgba32f
13: TypePointer UniformConstant 12
14(g_tBuffF): 13(ptr) Variable UniformConstant
16: TypeInt 32 1
17: TypeVector 16(int) 2
18: TypeVector 16(int) 3
19: TypeVector 16(int) 4
20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4)
21: TypePointer Uniform 20($Global)
22: 21(ptr) Variable Uniform
23: 16(int) Constant 0
24: TypePointer Uniform 16(int)
28: TypeInt 32 0
29: TypeImage 28(int) Buffer nonsampled format:Rgba32ui
30: TypePointer UniformConstant 29
31(g_tBuffU): 30(ptr) Variable UniformConstant
35: TypeVector 28(int) 4
37: TypeImage 16(int) Buffer nonsampled format:Rgba32i
38: TypePointer UniformConstant 37
39(g_tBuffI): 38(ptr) Variable UniformConstant
44: TypePointer Function 8(PS_OUTPUT)
46: 6(float) Constant 1065353216
47: 7(fvec4) ConstantComposite 46 46 46 46
48: TypePointer Function 7(fvec4)
53: TypePointer Output 7(fvec4)
54(@entryPointOutput.Color): 53(ptr) Variable Output
4(main): 2 Function None 3
5: Label
55:8(PS_OUTPUT) FunctionCall 10(@main()
56: 7(fvec4) CompositeExtract 55 0
Store 54(@entryPointOutput.Color) 56
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
45(psout): 44(ptr) Variable Function
15: 12 Load 14(g_tBuffF)
25: 24(ptr) AccessChain 22 23
26: 16(int) Load 25
27: 7(fvec4) ImageRead 15 26
32: 29 Load 31(g_tBuffU)
33: 24(ptr) AccessChain 22 23
34: 16(int) Load 33
36: 35(ivec4) ImageRead 32 34
40: 37 Load 39(g_tBuffI)
41: 24(ptr) AccessChain 22 23
42: 16(int) Load 41
43: 19(ivec4) ImageRead 40 42
49: 48(ptr) AccessChain 45(psout) 23
Store 49 47
50:8(PS_OUTPUT) Load 45(psout)
ReturnValue 50
FunctionEnd