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