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hlsl.flattenSubset.frag
WARNING: AST will form illegal SPIR-V; need to transform to legalize
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 'vpos' ( in 4-component vector of float)
0:? Sequence
0:33 move second child to first child ( temp sampler)
0:33 ss: direct index for structure ( temp sampler)
0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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})
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 'samp' ( uniform sampler)
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})
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})
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})
0:34 Constant:
0:34 5 (const int)
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})
0:35 Branch: Return with expression
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'tex' ( uniform texture2D)
0:35 ss: direct index for structure ( temp sampler)
0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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})
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})
0:35 Constant:
0:35 5 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 Constant:
0:35 0.500000
0:35 0.500000
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'samp' ( uniform sampler)
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:30 Function Parameters:
0:30 'vpos' ( in 4-component vector of float)
0:? Sequence
0:33 move second child to first child ( temp sampler)
0:33 ss: direct index for structure ( temp sampler)
0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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})
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 'samp' ( uniform sampler)
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})
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})
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})
0:34 Constant:
0:34 5 (const int)
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})
0:35 Branch: Return with expression
0:35 texture ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp sampler2D)
0:35 'tex' ( uniform texture2D)
0:35 ss: direct index for structure ( temp sampler)
0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss})
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})
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})
0:35 Constant:
0:35 5 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 Constant:
0:35 0.500000
0:35 0.500000
0:30 Function Definition: main( ( temp void)
0:30 Function Parameters:
0:? Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
0:30 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'samp' ( uniform sampler)
0:? 'tex' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 54
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 47 50
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "vpos"
Name 15 "S0"
MemberName 15(S0) 0 "x"
MemberName 15(S0) 1 "y"
MemberName 15(S0) 2 "ss"
Name 16 "S1"
MemberName 16(S1) 0 "b"
MemberName 16(S1) 1 "samplerState"
MemberName 16(S1) 2 "s0"
MemberName 16(S1) 3 "a"
Name 18 "s1"
Name 21 "samp"
Name 25 "S2"
MemberName 25(S2) 0 "a1"
MemberName 25(S2) 1 "a2"
MemberName 25(S2) 2 "a3"
MemberName 25(S2) 3 "a4"
MemberName 25(S2) 4 "a5"
MemberName 25(S2) 5 "resources"
Name 27 "s2"
Name 33 "tex"
Name 45 "vpos"
Name 47 "vpos"
Name 50 "@entryPointOutput"
Name 51 "param"
Decorate 21(samp) DescriptorSet 0
Decorate 21(samp) Binding 0
Decorate 33(tex) DescriptorSet 0
Decorate 33(tex) Binding 1
Decorate 47(vpos) Location 0
Decorate 50(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypeSampler
14: TypeInt 32 1
15(S0): TypeStruct 14(int) 14(int) 13
16(S1): TypeStruct 6(float) 13 15(S0) 14(int)
17: TypePointer Function 16(S1)
19: 14(int) Constant 2
20: TypePointer UniformConstant 13
21(samp): 20(ptr) Variable UniformConstant
23: TypePointer Function 13
25(S2): TypeStruct 14(int) 14(int) 14(int) 14(int) 14(int) 16(S1)
26: TypePointer Function 25(S2)
28: 14(int) Constant 5
31: TypeImage 6(float) 2D sampled format:Unknown
32: TypePointer UniformConstant 31
33(tex): 32(ptr) Variable UniformConstant
37: TypeSampledImage 31
39: TypeVector 6(float) 2
40: 6(float) Constant 1056964608
41: 39(fvec2) ConstantComposite 40 40
46: TypePointer Input 7(fvec4)
47(vpos): 46(ptr) Variable Input
49: TypePointer Output 7(fvec4)
50(@entryPointOutput): 49(ptr) Variable Output
4(main): 2 Function None 3
5: Label
45(vpos): 8(ptr) Variable Function
51(param): 8(ptr) Variable Function
48: 7(fvec4) Load 47(vpos)
Store 45(vpos) 48
52: 7(fvec4) Load 45(vpos)
Store 51(param) 52
53: 7(fvec4) FunctionCall 11(@main(vf4;) 51(param)
Store 50(@entryPointOutput) 53
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(vpos): 8(ptr) FunctionParameter
12: Label
18(s1): 17(ptr) Variable Function
27(s2): 26(ptr) Variable Function
22: 13 Load 21(samp)
24: 23(ptr) AccessChain 18(s1) 19 19
Store 24 22
29: 16(S1) Load 18(s1)
30: 17(ptr) AccessChain 27(s2) 28
Store 30 29
34: 31 Load 33(tex)
35: 23(ptr) AccessChain 27(s2) 28 19 19
36: 13 Load 35
38: 37 SampledImage 34 36
42: 7(fvec4) ImageSampleImplicitLod 38 41
ReturnValue 42
FunctionEnd