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307 lines
18 KiB
307 lines
18 KiB
hlsl.load.buffer.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 'r00' ( temp 4-component vector of float)
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0:28 textureFetch ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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0:28 c1: direct index for structure ( uniform int)
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0:28 '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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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child ( temp 4-component vector of int)
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0:29 'r01' ( temp 4-component vector of int)
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0:29 textureFetch ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:29 c1: direct index for structure ( uniform int)
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0:29 '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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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child ( temp 4-component vector of uint)
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 textureFetch ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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0:30 c1: direct index for structure ( uniform int)
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0:30 '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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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 Color: direct index for structure ( temp 4-component vector of float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child ( temp float)
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0:35 Depth: direct index for structure ( temp float)
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
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0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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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.Depth' ( out float FragDepth)
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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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using depth_any
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0:? Sequence
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 'r00' ( temp 4-component vector of float)
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0:28 textureFetch ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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0:28 c1: direct index for structure ( uniform int)
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0:28 '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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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child ( temp 4-component vector of int)
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0:29 'r01' ( temp 4-component vector of int)
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0:29 textureFetch ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:29 c1: direct index for structure ( uniform int)
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0:29 '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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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child ( temp 4-component vector of uint)
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 textureFetch ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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0:30 c1: direct index for structure ( uniform int)
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0:30 '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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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 Color: direct index for structure ( temp 4-component vector of float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child ( temp float)
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0:35 Depth: direct index for structure ( temp float)
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
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0:? 'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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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.Depth' ( out float FragDepth)
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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 72
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Capability Shader
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Capability SampledBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 64 68
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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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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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "r00"
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Name 16 "g_tTexbf4"
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Name 22 "$Global"
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MemberName 22($Global) 0 "c1"
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MemberName 22($Global) 1 "c2"
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MemberName 22($Global) 2 "c3"
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MemberName 22($Global) 3 "c4"
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MemberName 22($Global) 4 "o1"
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MemberName 22($Global) 5 "o2"
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MemberName 22($Global) 6 "o3"
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MemberName 22($Global) 7 "o4"
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Name 24 ""
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Name 31 "r01"
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Name 34 "g_tTexbi4"
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Name 42 "r02"
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Name 45 "g_tTexbu4"
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Name 51 "psout"
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Name 61 "flattenTemp"
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Name 64 "@entryPointOutput.Color"
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Name 68 "@entryPointOutput.Depth"
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Name 71 "g_tTexbf4_test"
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Decorate 16(g_tTexbf4) DescriptorSet 0
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Decorate 16(g_tTexbf4) Binding 1
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MemberDecorate 22($Global) 0 Offset 0
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MemberDecorate 22($Global) 1 Offset 8
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MemberDecorate 22($Global) 2 Offset 16
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MemberDecorate 22($Global) 3 Offset 32
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MemberDecorate 22($Global) 4 Offset 48
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MemberDecorate 22($Global) 5 Offset 56
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MemberDecorate 22($Global) 6 Offset 64
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MemberDecorate 22($Global) 7 Offset 80
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Decorate 22($Global) Block
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Decorate 24 DescriptorSet 0
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Decorate 24 Binding 4
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Decorate 34(g_tTexbi4) DescriptorSet 0
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Decorate 34(g_tTexbi4) Binding 2
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Decorate 45(g_tTexbu4) DescriptorSet 0
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Decorate 45(g_tTexbu4) Binding 3
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Decorate 64(@entryPointOutput.Color) Location 0
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Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 71(g_tTexbf4_test) DescriptorSet 0
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Decorate 71(g_tTexbf4_test) Binding 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) 6(float)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 7(fvec4)
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14: TypeImage 6(float) Buffer sampled format:Rgba32f
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15: TypePointer UniformConstant 14
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16(g_tTexbf4): 15(ptr) Variable UniformConstant
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18: TypeInt 32 1
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19: TypeVector 18(int) 2
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20: TypeVector 18(int) 3
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21: TypeVector 18(int) 4
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22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
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23: TypePointer Uniform 22($Global)
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24: 23(ptr) Variable Uniform
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25: 18(int) Constant 0
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26: TypePointer Uniform 18(int)
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30: TypePointer Function 21(ivec4)
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32: TypeImage 18(int) Buffer sampled format:Rgba32i
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33: TypePointer UniformConstant 32
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34(g_tTexbi4): 33(ptr) Variable UniformConstant
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39: TypeInt 32 0
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40: TypeVector 39(int) 4
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41: TypePointer Function 40(ivec4)
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43: TypeImage 39(int) Buffer sampled format:Rgba32ui
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44: TypePointer UniformConstant 43
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45(g_tTexbu4): 44(ptr) Variable UniformConstant
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50: TypePointer Function 8(PS_OUTPUT)
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52: 6(float) Constant 1065353216
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53: 7(fvec4) ConstantComposite 52 52 52 52
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55: 18(int) Constant 1
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56: TypePointer Function 6(float)
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63: TypePointer Output 7(fvec4)
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64(@entryPointOutput.Color): 63(ptr) Variable Output
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67: TypePointer Output 6(float)
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68(@entryPointOutput.Depth): 67(ptr) Variable Output
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71(g_tTexbf4_test): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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61(flattenTemp): 50(ptr) Variable Function
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62:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 61(flattenTemp) 62
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65: 12(ptr) AccessChain 61(flattenTemp) 25
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66: 7(fvec4) Load 65
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Store 64(@entryPointOutput.Color) 66
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69: 56(ptr) AccessChain 61(flattenTemp) 55
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70: 6(float) Load 69
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Store 68(@entryPointOutput.Depth) 70
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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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13(r00): 12(ptr) Variable Function
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31(r01): 30(ptr) Variable Function
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42(r02): 41(ptr) Variable Function
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51(psout): 50(ptr) Variable Function
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17: 14 Load 16(g_tTexbf4)
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27: 26(ptr) AccessChain 24 25
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28: 18(int) Load 27
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29: 7(fvec4) ImageFetch 17 28
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Store 13(r00) 29
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35: 32 Load 34(g_tTexbi4)
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36: 26(ptr) AccessChain 24 25
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37: 18(int) Load 36
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38: 21(ivec4) ImageFetch 35 37
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Store 31(r01) 38
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46: 43 Load 45(g_tTexbu4)
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47: 26(ptr) AccessChain 24 25
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48: 18(int) Load 47
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49: 40(ivec4) ImageFetch 46 48
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Store 42(r02) 49
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54: 12(ptr) AccessChain 51(psout) 25
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Store 54 53
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57: 56(ptr) AccessChain 51(psout) 55
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Store 57 52
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58:8(PS_OUTPUT) Load 51(psout)
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ReturnValue 58
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FunctionEnd
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