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155 lines
8.7 KiB
155 lines
8.7 KiB
hlsl.texturebuffer.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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0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:15 Function Parameters:
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0:15 'pos' ( in 4-component vector of float)
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 add ( temp 4-component vector of float)
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0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
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0:16 Constant:
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0:16 0 (const int)
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0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
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0:16 Constant:
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0:16 0 (const uint)
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? 'pos' ( temp 4-component vector of float)
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0:? 'pos' ( in 4-component vector of float FragCoord)
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0:15 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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0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'pos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
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0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'pos' ( in 4-component vector of float FragCoord)
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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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0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:15 Function Parameters:
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0:15 'pos' ( in 4-component vector of float)
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0:? Sequence
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0:16 Branch: Return with expression
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0:16 add ( temp 4-component vector of float)
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0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
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0:16 Constant:
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0:16 0 (const int)
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0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
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0:16 Constant:
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0:16 0 (const uint)
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 move second child to first child ( temp 4-component vector of float)
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0:? 'pos' ( temp 4-component vector of float)
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0:? 'pos' ( in 4-component vector of float FragCoord)
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0:15 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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0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'pos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
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0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'pos' ( in 4-component vector of float FragCoord)
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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 39
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 32 35
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 11 "@main(vf4;"
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Name 10 "pos"
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Name 15 "TextureBuffer_var"
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MemberName 15(TextureBuffer_var) 0 "f"
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MemberName 15(TextureBuffer_var) 1 "i"
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Name 17 "TextureBuffer_var"
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Name 22 "tbuf2"
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MemberName 22(tbuf2) 0 "f2"
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MemberName 22(tbuf2) 1 "i2"
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Name 24 ""
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Name 30 "pos"
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Name 32 "pos"
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Name 35 "@entryPointOutput"
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Name 36 "param"
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MemberDecorate 15(TextureBuffer_var) 0 NonWritable
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MemberDecorate 15(TextureBuffer_var) 0 Offset 0
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MemberDecorate 15(TextureBuffer_var) 1 NonWritable
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MemberDecorate 15(TextureBuffer_var) 1 Offset 16
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Decorate 15(TextureBuffer_var) BufferBlock
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Decorate 17(TextureBuffer_var) DescriptorSet 0
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Decorate 17(TextureBuffer_var) Binding 0
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MemberDecorate 22(tbuf2) 0 NonWritable
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MemberDecorate 22(tbuf2) 0 Offset 0
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MemberDecorate 22(tbuf2) 1 NonWritable
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MemberDecorate 22(tbuf2) 1 Offset 16
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Decorate 22(tbuf2) BufferBlock
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Decorate 24 DescriptorSet 0
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Decorate 24 Binding 1
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Decorate 32(pos) BuiltIn FragCoord
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Decorate 35(@entryPointOutput) Location 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: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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13: TypeInt 32 1
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14: TypeVector 13(int) 4
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15(TextureBuffer_var): TypeStruct 7(fvec4) 14(ivec4)
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16: TypePointer Uniform 15(TextureBuffer_var)
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17(TextureBuffer_var): 16(ptr) Variable Uniform
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18: 13(int) Constant 0
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19: TypePointer Uniform 7(fvec4)
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22(tbuf2): TypeStruct 7(fvec4) 14(ivec4)
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23: TypePointer Uniform 22(tbuf2)
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24: 23(ptr) Variable Uniform
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31: TypePointer Input 7(fvec4)
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32(pos): 31(ptr) Variable Input
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34: TypePointer Output 7(fvec4)
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35(@entryPointOutput): 34(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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30(pos): 8(ptr) Variable Function
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36(param): 8(ptr) Variable Function
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33: 7(fvec4) Load 32(pos)
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Store 30(pos) 33
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37: 7(fvec4) Load 30(pos)
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Store 36(param) 37
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38: 7(fvec4) FunctionCall 11(@main(vf4;) 36(param)
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Store 35(@entryPointOutput) 38
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Return
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FunctionEnd
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11(@main(vf4;): 7(fvec4) Function None 9
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10(pos): 8(ptr) FunctionParameter
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12: Label
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20: 19(ptr) AccessChain 17(TextureBuffer_var) 18
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21: 7(fvec4) Load 20
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25: 19(ptr) AccessChain 24 18
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26: 7(fvec4) Load 25
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27: 7(fvec4) FAdd 21 26
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ReturnValue 27
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FunctionEnd
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