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hlsl.struct.split.array.geom
Shader version: 500
invocations = -1
max_vertices = 4
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void)
0:13 Function Parameters:
0:13 'v' ( in 1-element array of uint)
0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp int)
0:18 'x' ( temp int)
0:18 Constant:
0:18 0 (const int)
0:18 Loop with condition tested first
0:18 Loop Condition
0:18 Compare Less Than ( temp bool)
0:18 'x' ( temp int)
0:18 Constant:
0:18 2 (const int)
0:18 Loop Body
0:19 Sequence
0:19 move second child to first child ( temp int)
0:19 'y' ( temp int)
0:19 Constant:
0:19 0 (const int)
0:19 Loop with condition tested first
0:19 Loop Condition
0:19 Compare Less Than ( temp bool)
0:19 'y' ( temp int)
0:19 Constant:
0:19 2 (const int)
0:19 Loop Body
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'x' ( temp int)
0:20 'y' ( temp int)
0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:19 Loop Terminal Expression
0:19 Pre-Increment ( temp int)
0:19 'y' ( temp int)
0:18 Loop Terminal Expression
0:18 Pre-Increment ( temp int)
0:18 'x' ( temp int)
0:13 Function Definition: main( ( temp void)
0:13 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 1-element array of uint)
0:? 'v' ( temp 1-element array of uint)
0:? 'v' (layout( location=0) in 1-element array of uint)
0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void)
0:? 'v' ( temp 1-element array of uint)
0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Linker Objects
0:? 'v' (layout( location=0) in 1-element array of uint)
0:? 'OutputStream.Pos' ( out 4-component vector of float Position)
0:? 'OutputStream.TexCoord' (layout( location=0) out 2-component vector of float)
0:? 'OutputStream.TerrainPos' (layout( location=1) out 3-component vector of float)
0:? 'OutputStream.VertexID' (layout( location=2) out uint)
Linked geometry stage:
Shader version: 500
invocations = 1
max_vertices = 4
input primitive = points
output primitive = triangle_strip
0:? Sequence
0:13 Function Definition: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void)
0:13 Function Parameters:
0:13 'v' ( in 1-element array of uint)
0:13 'OutputStream' ( out structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:16 Constant:
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0.000000
0:16 0 (const uint)
0:18 Sequence
0:18 move second child to first child ( temp int)
0:18 'x' ( temp int)
0:18 Constant:
0:18 0 (const int)
0:18 Loop with condition tested first
0:18 Loop Condition
0:18 Compare Less Than ( temp bool)
0:18 'x' ( temp int)
0:18 Constant:
0:18 2 (const int)
0:18 Loop Body
0:19 Sequence
0:19 move second child to first child ( temp int)
0:19 'y' ( temp int)
0:19 Constant:
0:19 0 (const int)
0:19 Loop with condition tested first
0:19 Loop Condition
0:19 Compare Less Than ( temp bool)
0:19 'y' ( temp int)
0:19 Constant:
0:19 2 (const int)
0:19 Loop Body
0:20 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 indirect index ( temp 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'Verts' ( temp 2-element array of 3-element array of structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:20 'x' ( temp int)
0:20 'y' ( temp int)
0:20 'Out' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:19 Loop Terminal Expression
0:19 Pre-Increment ( temp int)
0:19 'y' ( temp int)
0:18 Loop Terminal Expression
0:18 Pre-Increment ( temp int)
0:18 'x' ( temp int)
0:13 Function Definition: main( ( temp void)
0:13 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 1-element array of uint)
0:? 'v' ( temp 1-element array of uint)
0:? 'v' (layout( location=0) in 1-element array of uint)
0:13 Function Call: @main(u1[1];struct-PSInput-vf4-vf2-vf3-u11; ( temp void)
0:? 'v' ( temp 1-element array of uint)
0:? 'OutputStream' ( temp structure{ temp 4-component vector of float Pos, temp 2-component vector of float TexCoord, temp 3-component vector of float TerrainPos, temp uint VertexID})
0:? Linker Objects
0:? 'v' (layout( location=0) in 1-element array of uint)
0:? 'OutputStream.Pos' ( out 4-component vector of float Position)
0:? 'OutputStream.TexCoord' (layout( location=0) out 2-component vector of float)
0:? 'OutputStream.TerrainPos' (layout( location=1) out 3-component vector of float)
0:? 'OutputStream.VertexID' (layout( location=2) out uint)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 82
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 66 75 77 79 81
ExecutionMode 4 InputPoints
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 4
Source HLSL 500
Name 4 "main"
Name 14 "PSInput"
MemberName 14(PSInput) 0 "Pos"
MemberName 14(PSInput) 1 "TexCoord"
MemberName 14(PSInput) 2 "TerrainPos"
MemberName 14(PSInput) 3 "VertexID"
Name 19 "@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;"
Name 17 "v"
Name 18 "OutputStream"
Name 21 "Out"
Name 30 "x"
Name 41 "y"
Name 54 "Verts"
Name 64 "v"
Name 66 "v"
Name 68 "OutputStream"
Name 69 "param"
Name 71 "param"
Name 75 "OutputStream.Pos"
Name 77 "OutputStream.TexCoord"
Name 79 "OutputStream.TerrainPos"
Name 81 "OutputStream.VertexID"
Decorate 66(v) Location 0
Decorate 75(OutputStream.Pos) BuiltIn Position
Decorate 77(OutputStream.TexCoord) Location 0
Decorate 79(OutputStream.TerrainPos) Location 1
Decorate 81(OutputStream.VertexID) Location 2
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7: 6(int) Constant 1
8: TypeArray 6(int) 7
9: TypePointer Function 8
10: TypeFloat 32
11: TypeVector 10(float) 4
12: TypeVector 10(float) 2
13: TypeVector 10(float) 3
14(PSInput): TypeStruct 11(fvec4) 12(fvec2) 13(fvec3) 6(int)
15: TypePointer Function 14(PSInput)
16: TypeFunction 2 9(ptr) 15(ptr)
22: 10(float) Constant 0
23: 11(fvec4) ConstantComposite 22 22 22 22
24: 12(fvec2) ConstantComposite 22 22
25: 13(fvec3) ConstantComposite 22 22 22
26: 6(int) Constant 0
27: 14(PSInput) ConstantComposite 23 24 25 26
28: TypeInt 32 1
29: TypePointer Function 28(int)
31: 28(int) Constant 0
38: 28(int) Constant 2
39: TypeBool
49: 6(int) Constant 3
50: TypeArray 14(PSInput) 49
51: 6(int) Constant 2
52: TypeArray 50 51
53: TypePointer Function 52
60: 28(int) Constant 1
65: TypePointer Input 8
66(v): 65(ptr) Variable Input
74: TypePointer Output 11(fvec4)
75(OutputStream.Pos): 74(ptr) Variable Output
76: TypePointer Output 12(fvec2)
77(OutputStream.TexCoord): 76(ptr) Variable Output
78: TypePointer Output 13(fvec3)
79(OutputStream.TerrainPos): 78(ptr) Variable Output
80: TypePointer Output 6(int)
81(OutputStream.VertexID): 80(ptr) Variable Output
4(main): 2 Function None 3
5: Label
64(v): 9(ptr) Variable Function
68(OutputStream): 15(ptr) Variable Function
69(param): 9(ptr) Variable Function
71(param): 15(ptr) Variable Function
67: 8 Load 66(v)
Store 64(v) 67
70: 8 Load 64(v)
Store 69(param) 70
72: 2 FunctionCall 19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;) 69(param) 71(param)
73: 14(PSInput) Load 71(param)
Store 68(OutputStream) 73
Return
FunctionEnd
19(@main(u1[1];struct-PSInput-vf4-vf2-vf3-u11;): 2 Function None 16
17(v): 9(ptr) FunctionParameter
18(OutputStream): 15(ptr) FunctionParameter
20: Label
21(Out): 15(ptr) Variable Function
30(x): 29(ptr) Variable Function
41(y): 29(ptr) Variable Function
54(Verts): 53(ptr) Variable Function
Store 21(Out) 27
Store 30(x) 31
Branch 32
32: Label
LoopMerge 34 35 None
Branch 36
36: Label
37: 28(int) Load 30(x)
40: 39(bool) SLessThan 37 38
BranchConditional 40 33 34
33: Label
Store 41(y) 31
Branch 42
42: Label
LoopMerge 44 45 None
Branch 46
46: Label
47: 28(int) Load 41(y)
48: 39(bool) SLessThan 47 38
BranchConditional 48 43 44
43: Label
55: 28(int) Load 30(x)
56: 28(int) Load 41(y)
57: 14(PSInput) Load 21(Out)
58: 15(ptr) AccessChain 54(Verts) 55 56
Store 58 57
Branch 45
45: Label
59: 28(int) Load 41(y)
61: 28(int) IAdd 59 60
Store 41(y) 61
Branch 42
44: Label
Branch 35
35: Label
62: 28(int) Load 30(x)
63: 28(int) IAdd 62 60
Store 30(x) 63
Branch 32
34: Label
Return
FunctionEnd