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