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hlsl.array.multidim.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 direct index ( temp 4-component vector of float)
0:14 direct index ( temp 3-element array of 4-component vector of float)
0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 2 (const int)
0:14 Constant:
0:14 3 (const int)
0:14 Constant:
0:14 1 (const int)
0:15 move second child to first child ( temp 3-element array of 4-component vector of float)
0:15 direct index ( temp 3-element array of 4-component vector of float)
0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float)
0:15 Constant:
0:15 1 (const int)
0:15 direct index ( temp 3-element array of 4-component vector of float)
0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:15 Constant:
0:15 0 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 Color: direct index for structure ( temp 4-component vector of float)
0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:18 direct index ( temp 4-component vector of float)
0:18 direct index ( temp 3-element array of 4-component vector of float)
0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 2 (const int)
0:19 Branch: Return with expression
0:19 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
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
0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 direct index ( temp 4-component vector of float)
0:14 direct index ( temp 3-element array of 4-component vector of float)
0:14 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
0:14 2 (const int)
0:14 Constant:
0:14 3 (const int)
0:14 Constant:
0:14 1 (const int)
0:15 move second child to first child ( temp 3-element array of 4-component vector of float)
0:15 direct index ( temp 3-element array of 4-component vector of float)
0:15 'float4_array_2' ( temp 5-element array of 3-element array of 4-component vector of float)
0:15 Constant:
0:15 1 (const int)
0:15 direct index ( temp 3-element array of 4-component vector of float)
0:15 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:15 Constant:
0:15 0 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 Color: direct index for structure ( temp 4-component vector of float)
0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:18 direct index ( temp 4-component vector of float)
0:18 direct index ( temp 3-element array of 4-component vector of float)
0:18 'float4_array_1' ( temp 2-element array of 3-element array of 4-component vector of float)
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 2 (const int)
0:19 Branch: Return with expression
0:19 'psout' ( temp structure{ temp 4-component vector of float Color})
0:10 Function Definition: main( ( temp void)
0:10 Function Parameters:
0:? Sequence
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:10 Color: direct index for structure ( temp 4-component vector of float)
0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
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
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 18 "float4_array_1"
Name 27 "$Global"
MemberName 27($Global) 0 "float_array"
Name 29 ""
Name 40 "float4_array_2"
Name 46 "psout"
Name 54 "@entryPointOutput.Color"
Decorate 22 ArrayStride 16
Decorate 24 ArrayStride 48
Decorate 26 ArrayStride 192
MemberDecorate 27($Global) 0 Offset 0
Decorate 27($Global) Block
Decorate 29 DescriptorSet 0
Decorate 29 Binding 0
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: TypeInt 32 0
13: 12(int) Constant 3
14: TypeArray 7(fvec4) 13
15: 12(int) Constant 2
16: TypeArray 14 15
17: TypePointer Function 16
19: TypeInt 32 1
20: 19(int) Constant 1
21: 19(int) Constant 2
22: TypeArray 6(float) 13
23: 12(int) Constant 4
24: TypeArray 22 23
25: 12(int) Constant 5
26: TypeArray 24 25
27($Global): TypeStruct 26
28: TypePointer Uniform 27($Global)
29: 28(ptr) Variable Uniform
30: 19(int) Constant 0
31: 19(int) Constant 3
32: TypePointer Uniform 6(float)
36: TypePointer Function 7(fvec4)
38: TypeArray 14 25
39: TypePointer Function 38
41: TypePointer Function 14
45: TypePointer Function 8(PS_OUTPUT)
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
18(float4_array_1): 17(ptr) Variable Function
40(float4_array_2): 39(ptr) Variable Function
46(psout): 45(ptr) Variable Function
33: 32(ptr) AccessChain 29 30 21 31 20
34: 6(float) Load 33
35: 7(fvec4) CompositeConstruct 34 34 34 34
37: 36(ptr) AccessChain 18(float4_array_1) 20 21
Store 37 35
42: 41(ptr) AccessChain 18(float4_array_1) 30
43: 14 Load 42
44: 41(ptr) AccessChain 40(float4_array_2) 20
Store 44 43
47: 36(ptr) AccessChain 18(float4_array_1) 20 21
48: 7(fvec4) Load 47
49: 36(ptr) AccessChain 46(psout) 30
Store 49 48
50:8(PS_OUTPUT) Load 46(psout)
ReturnValue 50
FunctionEnd