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475 lines
30 KiB
475 lines
30 KiB
hlsl.load.rwtexture.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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0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Parameters:
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0:? Sequence
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0:44 imageLoad ( temp 4-component vector of float)
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0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
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0:44 c1: direct index for structure ( uniform int)
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0:44 '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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0:44 Constant:
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0:44 0 (const uint)
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0:45 imageLoad ( temp 4-component vector of int)
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0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
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0:45 c1: direct index for structure ( uniform int)
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0:45 '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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0:45 Constant:
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0:45 0 (const uint)
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0:46 imageLoad ( temp 4-component vector of uint)
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0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
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0:46 c1: direct index for structure ( uniform int)
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0:46 '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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0:46 Constant:
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0:46 0 (const uint)
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0:49 imageLoad ( temp 4-component vector of float)
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0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
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0:49 c2: direct index for structure ( uniform 2-component vector of int)
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0:49 '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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0:49 Constant:
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0:49 1 (const uint)
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0:50 imageLoad ( temp 4-component vector of int)
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0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
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0:50 c2: direct index for structure ( uniform 2-component vector of int)
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0:50 '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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0:50 Constant:
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0:50 1 (const uint)
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0:51 imageLoad ( temp 4-component vector of uint)
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0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
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0:51 c2: direct index for structure ( uniform 2-component vector of int)
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0:51 '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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0:51 Constant:
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0:51 1 (const uint)
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0:54 imageLoad ( temp 4-component vector of float)
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0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
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0:54 c3: direct index for structure ( uniform 3-component vector of int)
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0:54 '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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0:54 Constant:
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0:54 2 (const uint)
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0:55 imageLoad ( temp 4-component vector of int)
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0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
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0:55 c3: direct index for structure ( uniform 3-component vector of int)
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0:55 '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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0:55 Constant:
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0:55 2 (const uint)
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0:56 imageLoad ( temp 4-component vector of uint)
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0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
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0:56 c3: direct index for structure ( uniform 3-component vector of int)
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0:56 '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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0:56 Constant:
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0:56 2 (const uint)
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0:58 move second child to first child ( temp 4-component vector of float)
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0:58 Color: direct index for structure ( temp 4-component vector of float)
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0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:58 Constant:
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0:58 0 (const int)
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0:58 Constant:
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0:58 1.000000
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0:58 1.000000
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0:58 1.000000
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0:58 1.000000
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0:59 move second child to first child ( temp float)
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0:59 Depth: direct index for structure ( temp float)
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0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:59 Constant:
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0:59 1 (const int)
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0:59 Constant:
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0:59 1.000000
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0:61 Branch: Return with expression
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0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: main( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 Sequence
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0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 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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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:40 Depth: direct index for structure ( temp float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
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0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
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0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
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0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
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0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
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0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
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0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
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0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
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0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
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0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
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0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
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0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
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0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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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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0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Parameters:
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0:? Sequence
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0:44 imageLoad ( temp 4-component vector of float)
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0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
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0:44 c1: direct index for structure ( uniform int)
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0:44 '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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0:44 Constant:
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0:44 0 (const uint)
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0:45 imageLoad ( temp 4-component vector of int)
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0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
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0:45 c1: direct index for structure ( uniform int)
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0:45 '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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0:45 Constant:
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0:45 0 (const uint)
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0:46 imageLoad ( temp 4-component vector of uint)
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0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
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0:46 c1: direct index for structure ( uniform int)
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0:46 '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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0:46 Constant:
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0:46 0 (const uint)
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0:49 imageLoad ( temp 4-component vector of float)
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0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
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0:49 c2: direct index for structure ( uniform 2-component vector of int)
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0:49 '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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0:49 Constant:
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0:49 1 (const uint)
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0:50 imageLoad ( temp 4-component vector of int)
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0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
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0:50 c2: direct index for structure ( uniform 2-component vector of int)
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0:50 '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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0:50 Constant:
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0:50 1 (const uint)
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0:51 imageLoad ( temp 4-component vector of uint)
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0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
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0:51 c2: direct index for structure ( uniform 2-component vector of int)
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0:51 '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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0:51 Constant:
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0:51 1 (const uint)
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0:54 imageLoad ( temp 4-component vector of float)
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0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
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0:54 c3: direct index for structure ( uniform 3-component vector of int)
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0:54 '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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0:54 Constant:
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0:54 2 (const uint)
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0:55 imageLoad ( temp 4-component vector of int)
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0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
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0:55 c3: direct index for structure ( uniform 3-component vector of int)
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0:55 '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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0:55 Constant:
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0:55 2 (const uint)
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0:56 imageLoad ( temp 4-component vector of uint)
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0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
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0:56 c3: direct index for structure ( uniform 3-component vector of int)
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0:56 '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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0:56 Constant:
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0:56 2 (const uint)
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0:58 move second child to first child ( temp 4-component vector of float)
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0:58 Color: direct index for structure ( temp 4-component vector of float)
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0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:58 Constant:
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0:58 0 (const int)
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0:58 Constant:
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0:58 1.000000
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0:58 1.000000
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0:58 1.000000
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0:58 1.000000
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0:59 move second child to first child ( temp float)
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0:59 Depth: direct index for structure ( temp float)
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0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:59 Constant:
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0:59 1 (const int)
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0:59 Constant:
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0:59 1.000000
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0:61 Branch: Return with expression
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0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: main( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 Sequence
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0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 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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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:40 Depth: direct index for structure ( temp float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
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0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
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0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
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0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
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0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
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0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
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0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
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0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
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0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
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0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
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0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
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0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
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0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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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 132
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Capability Shader
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Capability Image1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 104 108
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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 14 "g_tTex1df4"
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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($Global) 7 "o4"
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Name 22 ""
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Name 30 "g_tTex1di4"
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Name 38 "g_tTex1du4"
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Name 46 "g_tTex2df4"
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Name 55 "g_tTex2di4"
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Name 62 "g_tTex2du4"
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Name 69 "g_tTex3df4"
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Name 78 "g_tTex3di4"
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Name 85 "g_tTex3du4"
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Name 91 "psout"
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Name 101 "flattenTemp"
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Name 104 "@entryPointOutput.Color"
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Name 108 "@entryPointOutput.Depth"
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Name 113 "g_sSamp"
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Name 116 "g_tTex1df4a"
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Name 119 "g_tTex1di4a"
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Name 122 "g_tTex1du4a"
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Name 125 "g_tTex2df4a"
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Name 128 "g_tTex2di4a"
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Name 131 "g_tTex2du4a"
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Decorate 14(g_tTex1df4) DescriptorSet 0
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Decorate 14(g_tTex1df4) Binding 0
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MemberDecorate 20($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 9
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Decorate 30(g_tTex1di4) DescriptorSet 0
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Decorate 30(g_tTex1di4) Binding 1
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Decorate 38(g_tTex1du4) DescriptorSet 0
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Decorate 38(g_tTex1du4) Binding 2
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Decorate 46(g_tTex2df4) DescriptorSet 0
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Decorate 46(g_tTex2df4) Binding 3
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Decorate 55(g_tTex2di4) DescriptorSet 0
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Decorate 55(g_tTex2di4) Binding 4
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Decorate 62(g_tTex2du4) DescriptorSet 0
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Decorate 62(g_tTex2du4) Binding 5
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Decorate 69(g_tTex3df4) DescriptorSet 0
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Decorate 69(g_tTex3df4) Binding 6
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Decorate 78(g_tTex3di4) DescriptorSet 0
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Decorate 78(g_tTex3di4) Binding 7
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Decorate 85(g_tTex3du4) DescriptorSet 0
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Decorate 85(g_tTex3du4) Binding 8
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Decorate 104(@entryPointOutput.Color) Location 0
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Decorate 108(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 113(g_sSamp) DescriptorSet 0
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Decorate 113(g_sSamp) Binding 0
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Decorate 116(g_tTex1df4a) DescriptorSet 0
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Decorate 116(g_tTex1df4a) Binding 0
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Decorate 119(g_tTex1di4a) DescriptorSet 0
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Decorate 119(g_tTex1di4a) Binding 0
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Decorate 122(g_tTex1du4a) DescriptorSet 0
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Decorate 122(g_tTex1du4a) Binding 0
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Decorate 125(g_tTex2df4a) DescriptorSet 0
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Decorate 125(g_tTex2df4a) Binding 0
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Decorate 128(g_tTex2di4a) DescriptorSet 0
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Decorate 128(g_tTex2di4a) Binding 0
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Decorate 131(g_tTex2du4a) DescriptorSet 0
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Decorate 131(g_tTex2du4a) 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: TypeImage 6(float) 1D nonsampled format:Rgba32f
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13: TypePointer UniformConstant 12
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14(g_tTex1df4): 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: TypeImage 16(int) 1D nonsampled format:Rgba32i
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29: TypePointer UniformConstant 28
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30(g_tTex1di4): 29(ptr) Variable UniformConstant
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35: TypeInt 32 0
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36: TypeImage 35(int) 1D nonsampled format:Rgba32ui
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37: TypePointer UniformConstant 36
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38(g_tTex1du4): 37(ptr) Variable UniformConstant
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42: TypeVector 35(int) 4
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44: TypeImage 6(float) 2D nonsampled format:Rgba32f
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45: TypePointer UniformConstant 44
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46(g_tTex2df4): 45(ptr) Variable UniformConstant
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48: 16(int) Constant 1
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49: TypePointer Uniform 17(ivec2)
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53: TypeImage 16(int) 2D nonsampled format:Rgba32i
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54: TypePointer UniformConstant 53
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55(g_tTex2di4): 54(ptr) Variable UniformConstant
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60: TypeImage 35(int) 2D nonsampled format:Rgba32ui
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61: TypePointer UniformConstant 60
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62(g_tTex2du4): 61(ptr) Variable UniformConstant
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67: TypeImage 6(float) 3D nonsampled format:Rgba32f
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68: TypePointer UniformConstant 67
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69(g_tTex3df4): 68(ptr) Variable UniformConstant
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71: 16(int) Constant 2
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72: TypePointer Uniform 18(ivec3)
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76: TypeImage 16(int) 3D nonsampled format:Rgba32i
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77: TypePointer UniformConstant 76
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78(g_tTex3di4): 77(ptr) Variable UniformConstant
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83: TypeImage 35(int) 3D nonsampled format:Rgba32ui
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84: TypePointer UniformConstant 83
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85(g_tTex3du4): 84(ptr) Variable UniformConstant
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90: TypePointer Function 8(PS_OUTPUT)
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92: 6(float) Constant 1065353216
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93: 7(fvec4) ConstantComposite 92 92 92 92
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94: TypePointer Function 7(fvec4)
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96: TypePointer Function 6(float)
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103: TypePointer Output 7(fvec4)
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104(@entryPointOutput.Color): 103(ptr) Variable Output
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107: TypePointer Output 6(float)
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108(@entryPointOutput.Depth): 107(ptr) Variable Output
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111: TypeSampler
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112: TypePointer UniformConstant 111
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113(g_sSamp): 112(ptr) Variable UniformConstant
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114: TypeImage 6(float) 1D array nonsampled format:Rgba32f
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115: TypePointer UniformConstant 114
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116(g_tTex1df4a): 115(ptr) Variable UniformConstant
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|
117: TypeImage 16(int) 1D array nonsampled format:Rgba32i
|
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118: TypePointer UniformConstant 117
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119(g_tTex1di4a): 118(ptr) Variable UniformConstant
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|
120: TypeImage 35(int) 1D array nonsampled format:Rgba32ui
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121: TypePointer UniformConstant 120
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122(g_tTex1du4a): 121(ptr) Variable UniformConstant
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|
123: TypeImage 6(float) 2D array nonsampled format:Rgba32f
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124: TypePointer UniformConstant 123
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125(g_tTex2df4a): 124(ptr) Variable UniformConstant
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126: TypeImage 16(int) 2D array nonsampled format:Rgba32i
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127: TypePointer UniformConstant 126
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128(g_tTex2di4a): 127(ptr) Variable UniformConstant
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129: TypeImage 35(int) 2D array nonsampled format:Rgba32ui
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130: TypePointer UniformConstant 129
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131(g_tTex2du4a): 130(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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101(flattenTemp): 90(ptr) Variable Function
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102:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 101(flattenTemp) 102
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105: 94(ptr) AccessChain 101(flattenTemp) 23
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106: 7(fvec4) Load 105
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Store 104(@entryPointOutput.Color) 106
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109: 96(ptr) AccessChain 101(flattenTemp) 48
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110: 6(float) Load 109
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Store 108(@entryPointOutput.Depth) 110
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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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91(psout): 90(ptr) Variable Function
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15: 12 Load 14(g_tTex1df4)
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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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31: 28 Load 30(g_tTex1di4)
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32: 24(ptr) AccessChain 22 23
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33: 16(int) Load 32
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34: 19(ivec4) ImageRead 31 33
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39: 36 Load 38(g_tTex1du4)
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40: 24(ptr) AccessChain 22 23
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41: 16(int) Load 40
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43: 42(ivec4) ImageRead 39 41
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47: 44 Load 46(g_tTex2df4)
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50: 49(ptr) AccessChain 22 48
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51: 17(ivec2) Load 50
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52: 7(fvec4) ImageRead 47 51
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56: 53 Load 55(g_tTex2di4)
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57: 49(ptr) AccessChain 22 48
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58: 17(ivec2) Load 57
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59: 19(ivec4) ImageRead 56 58
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63: 60 Load 62(g_tTex2du4)
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64: 49(ptr) AccessChain 22 48
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65: 17(ivec2) Load 64
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66: 42(ivec4) ImageRead 63 65
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70: 67 Load 69(g_tTex3df4)
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73: 72(ptr) AccessChain 22 71
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74: 18(ivec3) Load 73
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75: 7(fvec4) ImageRead 70 74
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79: 76 Load 78(g_tTex3di4)
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80: 72(ptr) AccessChain 22 71
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81: 18(ivec3) Load 80
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|
82: 19(ivec4) ImageRead 79 81
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86: 83 Load 85(g_tTex3du4)
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87: 72(ptr) AccessChain 22 71
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|
88: 18(ivec3) Load 87
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|
89: 42(ivec4) ImageRead 86 88
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95: 94(ptr) AccessChain 91(psout) 23
|
|
Store 95 93
|
|
97: 96(ptr) AccessChain 91(psout) 48
|
|
Store 97 92
|
|
98:8(PS_OUTPUT) Load 91(psout)
|
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ReturnValue 98
|
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FunctionEnd
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