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hlsl.inoutquals.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
0:8 Function Parameters:
0:8 'x' ( in float)
0:8 'y' ( out float)
0:8 'z' ( inout float)
0:8 'w' ( inout float)
0:? Sequence
0:9 move second child to first child ( temp float)
0:9 'y' ( out float)
0:9 'x' ( in float)
0:10 move second child to first child ( temp float)
0:10 'z' ( inout float)
0:10 'y' ( out float)
0:11 move second child to first child ( temp float)
0:11 'x' ( in float)
0:11 Constant:
0:11 -1.000000
0:12 multiply second child into first child ( temp float)
0:12 'w' ( inout float)
0:12 Constant:
0:12 1.000000
0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Parameters:
0:16 'inpos' ( in 4-component vector of float)
0:16 'sampleMask' ( out int)
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'x' ( temp float)
0:19 Constant:
0:19 7.000000
0:19 move second child to first child ( temp float)
0:19 'z' ( temp float)
0:19 Constant:
0:19 3.000000
0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
0:20 'x' ( temp float)
0:20 'y' ( temp float)
0:20 'z' ( temp float)
0:20 direct index ( temp float)
0:20 'inpos' ( in 4-component vector of float)
0:20 Constant:
0:20 3 (const int)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float)
0:22 'y' ( temp float)
0:22 'z' ( temp float)
0:22 Constant:
0:22 1.000000
0:23 move second child to first child ( temp float)
0:23 Depth: direct index for structure ( temp float)
0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:23 Constant:
0:23 1 (const int)
0:23 direct index ( temp float)
0:23 'inpos' ( in 4-component vector of float)
0:23 Constant:
0:23 3 (const int)
0:25 Branch: Return with expression
0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Definition: main( ( temp void)
0:16 Function Parameters:
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:? 'inpos' ( temp 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:16 Sequence
0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:16 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:16 Color: direct index for structure ( temp 4-component vector of float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 0 (const int)
0:16 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:16 Depth: direct index for structure ( temp float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 1 (const int)
0:16 move second child to first child ( temp int)
0:16 direct index ( out int SampleMaskIn)
0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
0:16 Constant:
0:16 0 (const int)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
0:8 Function Parameters:
0:8 'x' ( in float)
0:8 'y' ( out float)
0:8 'z' ( inout float)
0:8 'w' ( inout float)
0:? Sequence
0:9 move second child to first child ( temp float)
0:9 'y' ( out float)
0:9 'x' ( in float)
0:10 move second child to first child ( temp float)
0:10 'z' ( inout float)
0:10 'y' ( out float)
0:11 move second child to first child ( temp float)
0:11 'x' ( in float)
0:11 Constant:
0:11 -1.000000
0:12 multiply second child into first child ( temp float)
0:12 'w' ( inout float)
0:12 Constant:
0:12 1.000000
0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Parameters:
0:16 'inpos' ( in 4-component vector of float)
0:16 'sampleMask' ( out int)
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'x' ( temp float)
0:19 Constant:
0:19 7.000000
0:19 move second child to first child ( temp float)
0:19 'z' ( temp float)
0:19 Constant:
0:19 3.000000
0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
0:20 'x' ( temp float)
0:20 'y' ( temp float)
0:20 'z' ( temp float)
0:20 direct index ( temp float)
0:20 'inpos' ( in 4-component vector of float)
0:20 Constant:
0:20 3 (const int)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:22 Constant:
0:22 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:22 'x' ( temp float)
0:22 'y' ( temp float)
0:22 'z' ( temp float)
0:22 Constant:
0:22 1.000000
0:23 move second child to first child ( temp float)
0:23 Depth: direct index for structure ( temp float)
0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:23 Constant:
0:23 1 (const int)
0:23 direct index ( temp float)
0:23 'inpos' ( in 4-component vector of float)
0:23 Constant:
0:23 3 (const int)
0:25 Branch: Return with expression
0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Definition: main( ( temp void)
0:16 Function Parameters:
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:? 'inpos' ( temp 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:16 Sequence
0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:16 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:16 Color: direct index for structure ( temp 4-component vector of float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 0 (const int)
0:16 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:16 Depth: direct index for structure ( temp float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 1 (const int)
0:16 move second child to first child ( temp int)
0:16 direct index ( out int SampleMaskIn)
0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
0:16 Constant:
0:16 0 (const int)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 92
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 68 78 82 88
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 13 "MyFunc(f1;f1;f1;f1;"
Name 9 "x"
Name 10 "y"
Name 11 "z"
Name 12 "w"
Name 19 "PS_OUTPUT"
MemberName 19(PS_OUTPUT) 0 "Color"
MemberName 19(PS_OUTPUT) 1 "Depth"
Name 23 "@main(vf4;i1;"
Name 21 "inpos"
Name 22 "sampleMask"
Name 31 "x"
Name 33 "z"
Name 35 "y"
Name 36 "param"
Name 38 "param"
Name 39 "param"
Name 41 "param"
Name 52 "psout"
Name 66 "inpos"
Name 68 "inpos"
Name 70 "flattenTemp"
Name 71 "sampleMask"
Name 72 "param"
Name 74 "param"
Name 78 "@entryPointOutput.Color"
Name 82 "@entryPointOutput.Depth"
Name 88 "sampleMask"
Decorate 68(inpos) NoPerspective
Decorate 68(inpos) BuiltIn FragCoord
Decorate 78(@entryPointOutput.Color) Location 0
Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 88(sampleMask) BuiltIn SampleMask
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 7(ptr)
15: TypeVector 6(float) 4
16: TypePointer Function 15(fvec4)
17: TypeInt 32 1
18: TypePointer Function 17(int)
19(PS_OUTPUT): TypeStruct 15(fvec4) 6(float)
20: TypeFunction 19(PS_OUTPUT) 16(ptr) 18(ptr)
27: 6(float) Constant 3212836864
28: 6(float) Constant 1065353216
32: 6(float) Constant 1088421888
34: 6(float) Constant 1077936128
42: TypeInt 32 0
43: 42(int) Constant 3
51: TypePointer Function 19(PS_OUTPUT)
53: 17(int) Constant 0
59: 17(int) Constant 1
67: TypePointer Input 15(fvec4)
68(inpos): 67(ptr) Variable Input
77: TypePointer Output 15(fvec4)
78(@entryPointOutput.Color): 77(ptr) Variable Output
81: TypePointer Output 6(float)
82(@entryPointOutput.Depth): 81(ptr) Variable Output
85: 42(int) Constant 1
86: TypeArray 17(int) 85
87: TypePointer Output 86
88(sampleMask): 87(ptr) Variable Output
90: TypePointer Output 17(int)
4(main): 2 Function None 3
5: Label
66(inpos): 16(ptr) Variable Function
70(flattenTemp): 51(ptr) Variable Function
71(sampleMask): 18(ptr) Variable Function
72(param): 16(ptr) Variable Function
74(param): 18(ptr) Variable Function
69: 15(fvec4) Load 68(inpos)
Store 66(inpos) 69
73: 15(fvec4) Load 66(inpos)
Store 72(param) 73
75:19(PS_OUTPUT) FunctionCall 23(@main(vf4;i1;) 72(param) 74(param)
76: 17(int) Load 74(param)
Store 71(sampleMask) 76
Store 70(flattenTemp) 75
79: 16(ptr) AccessChain 70(flattenTemp) 53
80: 15(fvec4) Load 79
Store 78(@entryPointOutput.Color) 80
83: 7(ptr) AccessChain 70(flattenTemp) 59
84: 6(float) Load 83
Store 82(@entryPointOutput.Depth) 84
89: 17(int) Load 71(sampleMask)
91: 90(ptr) AccessChain 88(sampleMask) 53
Store 91 89
Return
FunctionEnd
13(MyFunc(f1;f1;f1;f1;): 2 Function None 8
9(x): 7(ptr) FunctionParameter
10(y): 7(ptr) FunctionParameter
11(z): 7(ptr) FunctionParameter
12(w): 7(ptr) FunctionParameter
14: Label
25: 6(float) Load 9(x)
Store 10(y) 25
26: 6(float) Load 10(y)
Store 11(z) 26
Store 9(x) 27
29: 6(float) Load 12(w)
30: 6(float) FMul 29 28
Store 12(w) 30
Return
FunctionEnd
23(@main(vf4;i1;):19(PS_OUTPUT) Function None 20
21(inpos): 16(ptr) FunctionParameter
22(sampleMask): 18(ptr) FunctionParameter
24: Label
31(x): 7(ptr) Variable Function
33(z): 7(ptr) Variable Function
35(y): 7(ptr) Variable Function
36(param): 7(ptr) Variable Function
38(param): 7(ptr) Variable Function
39(param): 7(ptr) Variable Function
41(param): 7(ptr) Variable Function
52(psout): 51(ptr) Variable Function
Store 31(x) 32
Store 33(z) 34
37: 6(float) Load 31(x)
Store 36(param) 37
40: 6(float) Load 33(z)
Store 39(param) 40
44: 7(ptr) AccessChain 21(inpos) 43
45: 6(float) Load 44
Store 41(param) 45
46: 2 FunctionCall 13(MyFunc(f1;f1;f1;f1;) 36(param) 38(param) 39(param) 41(param)
47: 6(float) Load 38(param)
Store 35(y) 47
48: 6(float) Load 39(param)
Store 33(z) 48
49: 6(float) Load 41(param)
50: 7(ptr) AccessChain 21(inpos) 43
Store 50 49
54: 6(float) Load 31(x)
55: 6(float) Load 35(y)
56: 6(float) Load 33(z)
57: 15(fvec4) CompositeConstruct 54 55 56 28
58: 16(ptr) AccessChain 52(psout) 53
Store 58 57
60: 7(ptr) AccessChain 21(inpos) 43
61: 6(float) Load 60
62: 7(ptr) AccessChain 52(psout) 59
Store 62 61
63:19(PS_OUTPUT) Load 52(psout)
ReturnValue 63
FunctionEnd