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238 lines
14 KiB
238 lines
14 KiB
hlsl.shift.per-set.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:34 Function Definition: @main( ( temp 4-component vector of float)
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0:34 Function Parameters:
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0:? Sequence
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0:35 't1' (layout( set=1 binding=1) uniform texture1D)
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0:36 't2' (layout( set=1 binding=2) uniform texture2D)
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0:37 't3' (layout( set=2 binding=1) uniform texture3D)
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0:38 direct index (layout( row_major std430) buffer 4-component vector of float)
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0:38 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float)
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0:38 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data})
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0:38 Constant:
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0:38 0 (const uint)
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0:38 Constant:
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0:38 0 (const int)
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0:39 indirect index (layout( row_major std430) buffer uint)
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0:39 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
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0:39 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 right-shift ( temp int)
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 2 (const int)
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0:40 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer)
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0:42 's1' (layout( set=1 binding=1) uniform sampler)
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0:43 's2' (layout( set=2 binding=2) uniform sampler)
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0:45 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D)
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0:46 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D)
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0:47 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D)
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0:49 imageLoad ( temp float)
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0:49 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer)
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0:49 Constant:
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0:49 0 (const int)
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0:50 indirect index (layout( row_major std430) buffer uint)
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0:50 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
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0:50 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:50 Constant:
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0:50 0 (const uint)
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0:50 right-shift ( temp int)
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0:50 Constant:
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0:50 0 (const int)
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0:50 Constant:
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0:50 2 (const int)
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0:51 direct index (layout( row_major std430) buffer float)
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0:51 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of float)
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0:51 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:51 Constant:
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0:51 0 (const uint)
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0:51 Constant:
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0:51 0 (const int)
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0:52 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:53 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:55 cb1: direct index for structure (layout( row_major std140) uniform int)
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0:55 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1})
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0:55 Constant:
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0:55 0 (const uint)
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0:56 tb1: direct index for structure (layout( row_major std430) buffer int)
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0:56 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1})
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0:56 Constant:
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0:56 0 (const uint)
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0:57 'ts6' (layout( set=6 binding=1) uniform texture3D)
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0:59 Branch: Return with expression
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0:59 Constant:
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0:59 0.000000
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0:59 0.000000
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0:59 0.000000
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0:59 0.000000
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0:34 Function Definition: main( ( temp void)
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0:34 Function Parameters:
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0:? Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:34 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (layout( set=1 binding=1) uniform sampler)
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0:? 's2' (layout( set=2 binding=2) uniform sampler)
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0:? 't1' (layout( set=1 binding=1) uniform texture1D)
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0:? 't2' (layout( set=1 binding=2) uniform texture2D)
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0:? 't3' (layout( set=2 binding=1) uniform texture3D)
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0:? 'ts6' (layout( set=6 binding=1) uniform texture3D)
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0:? 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data})
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0:? 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:? 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer)
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0:? 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D)
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0:? 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D)
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0:? 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D)
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0:? 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer)
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0:? 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:? 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1})
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0:? 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1})
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0:? '@entryPointOutput' (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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0:? Sequence
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0:34 Function Definition: @main( ( temp 4-component vector of float)
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0:34 Function Parameters:
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0:? Sequence
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0:35 't1' (layout( set=1 binding=1) uniform texture1D)
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0:36 't2' (layout( set=1 binding=2) uniform texture2D)
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0:37 't3' (layout( set=2 binding=1) uniform texture3D)
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0:38 direct index (layout( row_major std430) buffer 4-component vector of float)
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0:38 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float)
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0:38 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data})
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0:38 Constant:
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0:38 0 (const uint)
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0:38 Constant:
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0:38 0 (const int)
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0:39 indirect index (layout( row_major std430) buffer uint)
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0:39 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
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0:39 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 right-shift ( temp int)
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 2 (const int)
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0:40 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer)
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0:42 's1' (layout( set=1 binding=1) uniform sampler)
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0:43 's2' (layout( set=2 binding=2) uniform sampler)
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0:45 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D)
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0:46 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D)
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0:47 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D)
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0:49 imageLoad ( temp float)
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0:49 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer)
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0:49 Constant:
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0:49 0 (const int)
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0:50 indirect index (layout( row_major std430) buffer uint)
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0:50 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
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0:50 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:50 Constant:
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0:50 0 (const uint)
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0:50 right-shift ( temp int)
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0:50 Constant:
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0:50 0 (const int)
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0:50 Constant:
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0:50 2 (const int)
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0:51 direct index (layout( row_major std430) buffer float)
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0:51 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of float)
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0:51 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:51 Constant:
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0:51 0 (const uint)
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0:51 Constant:
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0:51 0 (const int)
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0:52 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:53 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:55 cb1: direct index for structure (layout( row_major std140) uniform int)
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0:55 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1})
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0:55 Constant:
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0:55 0 (const uint)
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0:56 tb1: direct index for structure (layout( row_major std430) buffer int)
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0:56 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1})
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0:56 Constant:
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0:56 0 (const uint)
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0:57 'ts6' (layout( set=6 binding=1) uniform texture3D)
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0:59 Branch: Return with expression
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0:59 Constant:
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0:59 0.000000
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0:59 0.000000
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0:59 0.000000
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0:59 0.000000
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0:34 Function Definition: main( ( temp void)
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0:34 Function Parameters:
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0:? Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:34 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 's1' (layout( set=1 binding=1) uniform sampler)
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0:? 's2' (layout( set=2 binding=2) uniform sampler)
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0:? 't1' (layout( set=1 binding=1) uniform texture1D)
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0:? 't2' (layout( set=1 binding=2) uniform texture2D)
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0:? 't3' (layout( set=2 binding=1) uniform texture3D)
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0:? 'ts6' (layout( set=6 binding=1) uniform texture3D)
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0:? 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data})
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0:? 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:? 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer)
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0:? 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D)
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0:? 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D)
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0:? 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D)
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0:? 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer)
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0:? 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
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0:? 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data})
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0:? 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1})
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0:? 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Uniform reflection:
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t1: offset -1, type 8b5d, size 1, index -1, binding 21, stages 16
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t2: offset -1, type 8b5e, size 1, index -1, binding 22, stages 16
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t3: offset -1, type 8b5f, size 1, index -1, binding 26, stages 16
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t4.@data: offset 0, type 8b52, size 1, index 0, binding -1, stages 16, arrayStride 16, topLevelArrayStride 16
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t5.@data: offset 0, type 1405, size 0, index 1, binding -1, stages 16, arrayStride 4, topLevelArrayStride 4
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t6: offset -1, type 8dc2, size 1, index -1, binding 23, stages 16
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s1: offset -1, type 0, size 1, index -1, binding 11, stages 16
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s2: offset -1, type 0, size 1, index -1, binding 17, stages 16
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u1: offset -1, type 904c, size 1, index -1, binding 31, stages 16
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u2: offset -1, type 904d, size 1, index -1, binding 42, stages 16
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u3: offset -1, type 904e, size 1, index -1, binding 43, stages 16
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u4: offset -1, type 9051, size 1, index -1, binding 34, stages 16
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u5.@data: offset 0, type 1405, size 0, index 2, binding -1, stages 16, arrayStride 4, topLevelArrayStride 4
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u6.@data: offset 0, type 1406, size 1, index 3, binding -1, stages 16, arrayStride 4, topLevelArrayStride 4
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cb1: offset 0, type 1404, size 1, index 4, binding -1, stages 16
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tb1: offset 0, type 1404, size 1, index 5, binding -1, stages 16
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ts6: offset -1, type 8b5f, size 1, index -1, binding 71, stages 16
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Uniform block reflection:
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t4: offset -1, type ffffffff, size 16, index 0, binding 21, stages 16, numMembers 1
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t5: offset -1, type ffffffff, size 4, index 1, binding 22, stages 16, numMembers 1
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u5: offset -1, type ffffffff, size 4, index 2, binding 44, stages 16, numMembers 1
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u6: offset -1, type ffffffff, size 4, index 3, binding 34, stages 16, numMembers 1
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cb: offset -1, type ffffffff, size 4, index 4, binding 51, stages 16, numMembers 1
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tb: offset -1, type ffffffff, size 4, index 5, binding 27, stages 16, numMembers 1
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Buffer variable reflection:
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Buffer block reflection:
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Pipeline input reflection:
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Pipeline output reflection:
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@entryPointOutput: offset 0, type 8b52, size 1, index 0, binding -1, stages 16
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