Merge branch 'master' into GL_ARB_fragment_coord_conventions

This commit is contained in:
Greg Fischer
2021-11-24 11:52:08 -07:00
committed by GitHub
62 changed files with 2603 additions and 230 deletions

View File

@@ -10,11 +10,11 @@ ERROR: 0:53: 'double' : must be qualified as flat in
ERROR: 0:57: '=' : cannot convert from ' global double' to ' global int'
ERROR: 0:80: 'floatBitsToInt' : required extension not requested: GL_ARB_shader_bit_encoding
ERROR: 0:100: 'packSnorm2x16' : required extension not requested: GL_ARB_shading_language_packing
ERROR: 0:114: 'textureQueryLod' : required extension not requested: GL_ARB_texture_query_lod
ERROR: 0:115: 'textureQueryLod' : required extension not requested: GL_ARB_texture_query_lod
ERROR: 0:154: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:114: 'textureQueryLOD' : required extension not requested: GL_ARB_texture_query_lod
ERROR: 0:115: 'textureQueryLOD' : required extension not requested: GL_ARB_texture_query_lod
ERROR: 0:154: 'textureQueryLOD' : no matching overloaded function found
ERROR: 0:154: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:155: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:155: 'textureQueryLOD' : no matching overloaded function found
ERROR: 0:155: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:183: 'mix' : required extension not requested: GL_EXT_shader_integer_mix
ERROR: 18 compilation errors. No code generated.

View File

@@ -0,0 +1,206 @@
BestMatchFunction.vert
WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:7 Function Definition: f(vf4;vf4; ( global 4-component vector of float)
0:7 Function Parameters:
0:7 'a' ( in 4-component vector of float)
0:7 'b' ( in 4-component vector of float)
0:7 Sequence
0:7 Branch: Return with expression
0:7 component-wise multiply ( temp 4-component vector of float)
0:7 'a' ( in 4-component vector of float)
0:7 'b' ( in 4-component vector of float)
0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float)
0:8 Function Parameters:
0:8 'a' ( in 4-component vector of uint)
0:8 'b' ( in 4-component vector of uint)
0:8 Sequence
0:8 Branch: Return with expression
0:8 Convert uint to float ( temp 4-component vector of float)
0:8 subtract ( temp 4-component vector of uint)
0:8 'a' ( in 4-component vector of uint)
0:8 'b' ( in 4-component vector of uint)
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'result' ( smooth out 4-component vector of float)
0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float)
0:12 Convert int to uint ( temp 4-component vector of uint)
0:12 'u1' ( uniform 4-component vector of int)
0:12 'u2' ( uniform 4-component vector of uint)
0:13 switch
0:13 condition
0:13 'gl_VertexID' ( gl_VertexId int VertexId)
0:13 body
0:13 Sequence
0:15 case: with expression
0:15 Constant:
0:15 0 (const int)
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:15 Constant:
0:15 0 (const uint)
0:15 Constant:
0:15 -1.000000
0:15 1.000000
0:15 0.000000
0:15 1.000000
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 1 (const int)
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 0.000000
0:16 1.000000
0:16 Branch: Break
0:17 case: with expression
0:17 Constant:
0:17 2 (const int)
0:? Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:17 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:17 Constant:
0:17 0 (const uint)
0:17 Constant:
0:17 -1.000000
0:17 -1.000000
0:17 0.000000
0:17 1.000000
0:17 Branch: Break
0:18 case: with expression
0:18 Constant:
0:18 3 (const int)
0:? Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:18 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 -1.000000
0:18 0.000000
0:18 1.000000
0:18 Branch: Break
0:? Linker Objects
0:? 'u1' ( uniform 4-component vector of int)
0:? 'u2' ( uniform 4-component vector of uint)
0:? 'result' ( smooth out 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 150
Requested GL_ARB_gpu_shader5
0:? Sequence
0:8 Function Definition: f(vu4;vu4; ( global 4-component vector of float)
0:8 Function Parameters:
0:8 'a' ( in 4-component vector of uint)
0:8 'b' ( in 4-component vector of uint)
0:8 Sequence
0:8 Branch: Return with expression
0:8 Convert uint to float ( temp 4-component vector of float)
0:8 subtract ( temp 4-component vector of uint)
0:8 'a' ( in 4-component vector of uint)
0:8 'b' ( in 4-component vector of uint)
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'result' ( smooth out 4-component vector of float)
0:12 Function Call: f(vu4;vu4; ( global 4-component vector of float)
0:12 Convert int to uint ( temp 4-component vector of uint)
0:12 'u1' ( uniform 4-component vector of int)
0:12 'u2' ( uniform 4-component vector of uint)
0:13 switch
0:13 condition
0:13 'gl_VertexID' ( gl_VertexId int VertexId)
0:13 body
0:13 Sequence
0:15 case: with expression
0:15 Constant:
0:15 0 (const int)
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:15 Constant:
0:15 0 (const uint)
0:15 Constant:
0:15 -1.000000
0:15 1.000000
0:15 0.000000
0:15 1.000000
0:15 Branch: Break
0:16 case: with expression
0:16 Constant:
0:16 1 (const int)
0:? Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 0.000000
0:16 1.000000
0:16 Branch: Break
0:17 case: with expression
0:17 Constant:
0:17 2 (const int)
0:? Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:17 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:17 Constant:
0:17 0 (const uint)
0:17 Constant:
0:17 -1.000000
0:17 -1.000000
0:17 0.000000
0:17 1.000000
0:17 Branch: Break
0:18 case: with expression
0:18 Constant:
0:18 3 (const int)
0:? Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:18 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 -1.000000
0:18 0.000000
0:18 1.000000
0:18 Branch: Break
0:? Linker Objects
0:? 'u1' ( uniform 4-component vector of int)
0:? 'u2' ( uniform 4-component vector of uint)
0:? 'result' ( smooth out 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@@ -3,8 +3,8 @@ Shader version: 450
Requested GL_EXT_shader_explicit_arithmetic_types
local_size = (1, 1, 1)
0:? Sequence
0:48 Function Definition: main( ( global void)
0:48 Function Parameters:
0:69 Function Definition: main( ( global void)
0:69 Function Parameters:
0:? Linker Objects
0:? 'bool_init' ( const bool)
0:? true (const bool)
@@ -29,6 +29,12 @@ local_size = (1, 1, 1)
0:? 'float32_t_init' ( const float)
0:? 13.000000
0:? 'float64_t_init' ( const double)
0:? 4.000000
0:? 'neg_float16_t_init' ( const float16_t)
0:? -42.000000
0:? 'neg_float32_t_init' ( const float)
0:? -13.000000
0:? 'neg_float64_t_init' ( const double)
0:? -4.000000
0:? 'bool_to_bool' ( const bool)
0:? true (const bool)
@@ -77,7 +83,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int8_t' ( const int8_t)
0:? 13 (const int8_t)
0:? 'float64_t_to_int8_t' ( const int8_t)
0:? -4 (const int8_t)
0:? 4 (const int8_t)
0:? 'bool_to_int16_t' ( const int16_t)
0:? 1 (const int16_t)
0:? 'int8_t_to_int16_t' ( const int16_t)
@@ -101,7 +107,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int16_t' ( const int16_t)
0:? 13 (const int16_t)
0:? 'float64_t_to_int16_t' ( const int16_t)
0:? -4 (const int16_t)
0:? 4 (const int16_t)
0:? 'bool_to_int32_t' ( const int)
0:? 1 (const int)
0:? 'int8_t_to_int32_t' ( const int)
@@ -125,7 +131,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int32_t' ( const int)
0:? 13 (const int)
0:? 'float64_t_to_int32_t' ( const int)
0:? -4 (const int)
0:? 4 (const int)
0:? 'bool_to_int64_t' ( const int64_t)
0:? 1 (const int64_t)
0:? 'int8_t_to_int64_t' ( const int64_t)
@@ -149,7 +155,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int64_t' ( const int64_t)
0:? 13 (const int64_t)
0:? 'float64_t_to_int64_t' ( const int64_t)
0:? -4 (const int64_t)
0:? 4 (const int64_t)
0:? 'bool_to_uint8_t' ( const uint8_t)
0:? 1 (const uint8_t)
0:? 'int8_t_to_uint8_t' ( const uint8_t)
@@ -173,7 +179,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint8_t' ( const uint8_t)
0:? 13 (const uint8_t)
0:? 'float64_t_to_uint8_t' ( const uint8_t)
0:? 252 (const uint8_t)
0:? 4 (const uint8_t)
0:? 'bool_to_uint16_t' ( const uint16_t)
0:? 1 (const uint16_t)
0:? 'int8_t_to_uint16_t' ( const uint16_t)
@@ -197,7 +203,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint16_t' ( const uint16_t)
0:? 13 (const uint16_t)
0:? 'float64_t_to_uint16_t' ( const uint16_t)
0:? 65532 (const uint16_t)
0:? 4 (const uint16_t)
0:? 'bool_to_uint32_t' ( const uint)
0:? 1 (const uint)
0:? 'int8_t_to_uint32_t' ( const uint)
@@ -221,7 +227,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint32_t' ( const uint)
0:? 13 (const uint)
0:? 'float64_t_to_uint32_t' ( const uint)
0:? 4294967292 (const uint)
0:? 4 (const uint)
0:? 'bool_to_uint64_t' ( const uint64_t)
0:? 1 (const uint64_t)
0:? 'int8_t_to_uint64_t' ( const uint64_t)
@@ -245,7 +251,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint64_t' ( const uint64_t)
0:? 13 (const uint64_t)
0:? 'float64_t_to_uint64_t' ( const uint64_t)
0:? 18446744073709551612 (const uint64_t)
0:? 4 (const uint64_t)
0:? 'bool_to_float16_t' ( const float16_t)
0:? 1.000000
0:? 'int8_t_to_float16_t' ( const float16_t)
@@ -269,7 +275,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float16_t' ( const float16_t)
0:? 13.000000
0:? 'float64_t_to_float16_t' ( const float16_t)
0:? -4.000000
0:? 4.000000
0:? 'bool_to_float32_t' ( const float)
0:? 1.000000
0:? 'int8_t_to_float32_t' ( const float)
@@ -293,7 +299,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float32_t' ( const float)
0:? 13.000000
0:? 'float64_t_to_float32_t' ( const float)
0:? -4.000000
0:? 4.000000
0:? 'bool_to_float64_t' ( const double)
0:? 1.000000
0:? 'int8_t_to_float64_t' ( const double)
@@ -317,6 +323,54 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float64_t' ( const double)
0:? 13.000000
0:? 'float64_t_to_float64_t' ( const double)
0:? 4.000000
0:? 'neg_float16_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float32_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float64_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float16_t_to_int8_t' ( const int8_t)
0:? -42 (const int8_t)
0:? 'neg_float32_t_to_int8_t' ( const int8_t)
0:? -13 (const int8_t)
0:? 'neg_float64_t_to_int8_t' ( const int8_t)
0:? -4 (const int8_t)
0:? 'neg_float16_t_to_int16_t' ( const int16_t)
0:? -42 (const int16_t)
0:? 'neg_float32_t_to_int16_t' ( const int16_t)
0:? -13 (const int16_t)
0:? 'neg_float64_t_to_int16_t' ( const int16_t)
0:? -4 (const int16_t)
0:? 'neg_float16_t_to_int32_t' ( const int)
0:? -42 (const int)
0:? 'neg_float32_t_to_int32_t' ( const int)
0:? -13 (const int)
0:? 'neg_float64_t_to_int32_t' ( const int)
0:? -4 (const int)
0:? 'neg_float16_t_to_int64_t' ( const int64_t)
0:? -42 (const int64_t)
0:? 'neg_float32_t_to_int64_t' ( const int64_t)
0:? -13 (const int64_t)
0:? 'neg_float64_t_to_int64_t' ( const int64_t)
0:? -4 (const int64_t)
0:? 'neg_float16_t_to_float16_t' ( const float16_t)
0:? -42.000000
0:? 'neg_float32_t_to_float16_t' ( const float16_t)
0:? -13.000000
0:? 'neg_float64_t_to_float16_t' ( const float16_t)
0:? -4.000000
0:? 'neg_float16_t_to_float32_t' ( const float)
0:? -42.000000
0:? 'neg_float32_t_to_float32_t' ( const float)
0:? -13.000000
0:? 'neg_float64_t_to_float32_t' ( const float)
0:? -4.000000
0:? 'neg_float16_t_to_float64_t' ( const double)
0:? -42.000000
0:? 'neg_float32_t_to_float64_t' ( const double)
0:? -13.000000
0:? 'neg_float64_t_to_float64_t' ( const double)
0:? -4.000000
@@ -327,8 +381,8 @@ Shader version: 450
Requested GL_EXT_shader_explicit_arithmetic_types
local_size = (1, 1, 1)
0:? Sequence
0:48 Function Definition: main( ( global void)
0:48 Function Parameters:
0:69 Function Definition: main( ( global void)
0:69 Function Parameters:
0:? Linker Objects
0:? 'bool_init' ( const bool)
0:? true (const bool)
@@ -353,6 +407,12 @@ local_size = (1, 1, 1)
0:? 'float32_t_init' ( const float)
0:? 13.000000
0:? 'float64_t_init' ( const double)
0:? 4.000000
0:? 'neg_float16_t_init' ( const float16_t)
0:? -42.000000
0:? 'neg_float32_t_init' ( const float)
0:? -13.000000
0:? 'neg_float64_t_init' ( const double)
0:? -4.000000
0:? 'bool_to_bool' ( const bool)
0:? true (const bool)
@@ -401,7 +461,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int8_t' ( const int8_t)
0:? 13 (const int8_t)
0:? 'float64_t_to_int8_t' ( const int8_t)
0:? -4 (const int8_t)
0:? 4 (const int8_t)
0:? 'bool_to_int16_t' ( const int16_t)
0:? 1 (const int16_t)
0:? 'int8_t_to_int16_t' ( const int16_t)
@@ -425,7 +485,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int16_t' ( const int16_t)
0:? 13 (const int16_t)
0:? 'float64_t_to_int16_t' ( const int16_t)
0:? -4 (const int16_t)
0:? 4 (const int16_t)
0:? 'bool_to_int32_t' ( const int)
0:? 1 (const int)
0:? 'int8_t_to_int32_t' ( const int)
@@ -449,7 +509,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int32_t' ( const int)
0:? 13 (const int)
0:? 'float64_t_to_int32_t' ( const int)
0:? -4 (const int)
0:? 4 (const int)
0:? 'bool_to_int64_t' ( const int64_t)
0:? 1 (const int64_t)
0:? 'int8_t_to_int64_t' ( const int64_t)
@@ -473,7 +533,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_int64_t' ( const int64_t)
0:? 13 (const int64_t)
0:? 'float64_t_to_int64_t' ( const int64_t)
0:? -4 (const int64_t)
0:? 4 (const int64_t)
0:? 'bool_to_uint8_t' ( const uint8_t)
0:? 1 (const uint8_t)
0:? 'int8_t_to_uint8_t' ( const uint8_t)
@@ -497,7 +557,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint8_t' ( const uint8_t)
0:? 13 (const uint8_t)
0:? 'float64_t_to_uint8_t' ( const uint8_t)
0:? 252 (const uint8_t)
0:? 4 (const uint8_t)
0:? 'bool_to_uint16_t' ( const uint16_t)
0:? 1 (const uint16_t)
0:? 'int8_t_to_uint16_t' ( const uint16_t)
@@ -521,7 +581,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint16_t' ( const uint16_t)
0:? 13 (const uint16_t)
0:? 'float64_t_to_uint16_t' ( const uint16_t)
0:? 65532 (const uint16_t)
0:? 4 (const uint16_t)
0:? 'bool_to_uint32_t' ( const uint)
0:? 1 (const uint)
0:? 'int8_t_to_uint32_t' ( const uint)
@@ -545,7 +605,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint32_t' ( const uint)
0:? 13 (const uint)
0:? 'float64_t_to_uint32_t' ( const uint)
0:? 4294967292 (const uint)
0:? 4 (const uint)
0:? 'bool_to_uint64_t' ( const uint64_t)
0:? 1 (const uint64_t)
0:? 'int8_t_to_uint64_t' ( const uint64_t)
@@ -569,7 +629,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_uint64_t' ( const uint64_t)
0:? 13 (const uint64_t)
0:? 'float64_t_to_uint64_t' ( const uint64_t)
0:? 18446744073709551612 (const uint64_t)
0:? 4 (const uint64_t)
0:? 'bool_to_float16_t' ( const float16_t)
0:? 1.000000
0:? 'int8_t_to_float16_t' ( const float16_t)
@@ -593,7 +653,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float16_t' ( const float16_t)
0:? 13.000000
0:? 'float64_t_to_float16_t' ( const float16_t)
0:? -4.000000
0:? 4.000000
0:? 'bool_to_float32_t' ( const float)
0:? 1.000000
0:? 'int8_t_to_float32_t' ( const float)
@@ -617,7 +677,7 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float32_t' ( const float)
0:? 13.000000
0:? 'float64_t_to_float32_t' ( const float)
0:? -4.000000
0:? 4.000000
0:? 'bool_to_float64_t' ( const double)
0:? 1.000000
0:? 'int8_t_to_float64_t' ( const double)
@@ -641,5 +701,53 @@ local_size = (1, 1, 1)
0:? 'float32_t_to_float64_t' ( const double)
0:? 13.000000
0:? 'float64_t_to_float64_t' ( const double)
0:? 4.000000
0:? 'neg_float16_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float32_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float64_t_to_bool' ( const bool)
0:? true (const bool)
0:? 'neg_float16_t_to_int8_t' ( const int8_t)
0:? -42 (const int8_t)
0:? 'neg_float32_t_to_int8_t' ( const int8_t)
0:? -13 (const int8_t)
0:? 'neg_float64_t_to_int8_t' ( const int8_t)
0:? -4 (const int8_t)
0:? 'neg_float16_t_to_int16_t' ( const int16_t)
0:? -42 (const int16_t)
0:? 'neg_float32_t_to_int16_t' ( const int16_t)
0:? -13 (const int16_t)
0:? 'neg_float64_t_to_int16_t' ( const int16_t)
0:? -4 (const int16_t)
0:? 'neg_float16_t_to_int32_t' ( const int)
0:? -42 (const int)
0:? 'neg_float32_t_to_int32_t' ( const int)
0:? -13 (const int)
0:? 'neg_float64_t_to_int32_t' ( const int)
0:? -4 (const int)
0:? 'neg_float16_t_to_int64_t' ( const int64_t)
0:? -42 (const int64_t)
0:? 'neg_float32_t_to_int64_t' ( const int64_t)
0:? -13 (const int64_t)
0:? 'neg_float64_t_to_int64_t' ( const int64_t)
0:? -4 (const int64_t)
0:? 'neg_float16_t_to_float16_t' ( const float16_t)
0:? -42.000000
0:? 'neg_float32_t_to_float16_t' ( const float16_t)
0:? -13.000000
0:? 'neg_float64_t_to_float16_t' ( const float16_t)
0:? -4.000000
0:? 'neg_float16_t_to_float32_t' ( const float)
0:? -42.000000
0:? 'neg_float32_t_to_float32_t' ( const float)
0:? -13.000000
0:? 'neg_float64_t_to_float32_t' ( const float)
0:? -4.000000
0:? 'neg_float16_t_to_float64_t' ( const double)
0:? -42.000000
0:? 'neg_float32_t_to_float64_t' ( const double)
0:? -13.000000
0:? 'neg_float64_t_to_float64_t' ( const double)
0:? -4.000000

View File

@@ -0,0 +1,140 @@
hlsl.structbuffer.rwbyte2.comp
Shader version: 500
local_size = (1, 1, 1)
0:? Sequence
0:6 Function Definition: @main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'f' ( temp uint)
0:7 indirect index (layout( row_major std430) buffer uint)
0:7 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
0:7 'g_bbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:7 Constant:
0:7 0 (const uint)
0:7 right-shift ( temp int)
0:7 Constant:
0:7 16 (const int)
0:7 Constant:
0:7 2 (const int)
0:8 move second child to first child ( temp uint)
0:8 direct index (layout( row_major std430) buffer uint)
0:8 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
0:8 'g_sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:8 Constant:
0:8 0 (const uint)
0:8 Constant:
0:8 0 (const int)
0:8 'f' ( temp uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 Function Call: @main( ( temp void)
0:? Linker Objects
0:? 'g_sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:? 'g_bbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
Linked compute stage:
Shader version: 500
local_size = (1, 1, 1)
0:? Sequence
0:6 Function Definition: @main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'f' ( temp uint)
0:7 indirect index (layout( row_major std430) buffer uint)
0:7 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
0:7 'g_bbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:7 Constant:
0:7 0 (const uint)
0:7 right-shift ( temp int)
0:7 Constant:
0:7 16 (const int)
0:7 Constant:
0:7 2 (const int)
0:8 move second child to first child ( temp uint)
0:8 direct index (layout( row_major std430) buffer uint)
0:8 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint)
0:8 'g_sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:8 Constant:
0:8 0 (const uint)
0:8 Constant:
0:8 0 (const int)
0:8 'f' ( temp uint)
0:6 Function Definition: main( ( temp void)
0:6 Function Parameters:
0:? Sequence
0:6 Function Call: @main( ( temp void)
0:? Linker Objects
0:? 'g_sbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
0:? 'g_bbuf' (layout( row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data})
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 30
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint GLCompute 4 "main"
ExecutionMode 4 LocalSize 1 1 1
Source HLSL 500
Name 4 "main"
Name 6 "@main("
Name 10 "f"
Name 12 "g_bbuf"
MemberName 12(g_bbuf) 0 "@data"
Name 14 "g_bbuf"
Name 24 "g_sbuf"
MemberName 24(g_sbuf) 0 "@data"
Name 26 "g_sbuf"
Decorate 11 ArrayStride 4
MemberDecorate 12(g_bbuf) 0 Offset 0
Decorate 12(g_bbuf) BufferBlock
Decorate 14(g_bbuf) DescriptorSet 0
Decorate 14(g_bbuf) Binding 1
Decorate 23 ArrayStride 4
MemberDecorate 24(g_sbuf) 0 Offset 0
Decorate 24(g_sbuf) BufferBlock
Decorate 26(g_sbuf) DescriptorSet 0
Decorate 26(g_sbuf) Binding 0
2: TypeVoid
3: TypeFunction 2
8: TypeInt 32 0
9: TypePointer Function 8(int)
11: TypeRuntimeArray 8(int)
12(g_bbuf): TypeStruct 11
13: TypePointer Uniform 12(g_bbuf)
14(g_bbuf): 13(ptr) Variable Uniform
15: TypeInt 32 1
16: 15(int) Constant 0
17: 15(int) Constant 16
18: 15(int) Constant 2
20: TypePointer Uniform 8(int)
23: TypeRuntimeArray 8(int)
24(g_sbuf): TypeStruct 23
25: TypePointer Uniform 24(g_sbuf)
26(g_sbuf): 25(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
29: 2 FunctionCall 6(@main()
Return
FunctionEnd
6(@main(): 2 Function None 3
7: Label
10(f): 9(ptr) Variable Function
19: 15(int) ShiftRightArithmetic 17 18
21: 20(ptr) AccessChain 14(g_bbuf) 16 19
22: 8(int) Load 21
Store 10(f) 22
27: 8(int) Load 10(f)
28: 20(ptr) AccessChain 26(g_sbuf) 16 16
Store 28 27
Return
FunctionEnd

View File

@@ -0,0 +1,268 @@
hlsl.w-recip.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:5 Function Parameters:
0:5 'vpos' ( in 4-component vector of float)
0:? Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'vpos_t' ( temp 4-component vector of float)
0:6 Construct vec4 ( temp 4-component vector of float)
0:6 vector swizzle ( temp 3-component vector of float)
0:6 'vpos' ( in 4-component vector of float)
0:6 Sequence
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 2 (const int)
0:6 divide ( temp float)
0:6 Constant:
0:6 1.000000
0:6 direct index ( temp float)
0:6 'vpos' ( in 4-component vector of float)
0:6 Constant:
0:6 3 (const int)
0:7 Test condition and select ( temp void)
0:7 Condition
0:7 Compare Less Than ( temp bool)
0:7 direct index ( temp float)
0:7 'vpos_t' ( temp 4-component vector of float)
0:7 Constant:
0:7 0 (const int)
0:7 Constant:
0:7 400.000000
0:7 true case
0:8 Branch: Return with expression
0:8 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:8 Constant:
0:8 0 (const uint)
0:7 false case
0:10 Branch: Return with expression
0:10 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:10 Constant:
0:10 1 (const uint)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 vector swizzle ( temp 3-component vector of float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
0:5 Sequence
0:5 Constant:
0:5 0 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 2 (const int)
0:5 divide ( temp float)
0:5 Constant:
0:5 1.000000
0:5 direct index ( temp float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
0:5 Constant:
0:5 3 (const int)
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:5 Function Parameters:
0:5 'vpos' ( in 4-component vector of float)
0:? Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'vpos_t' ( temp 4-component vector of float)
0:6 Construct vec4 ( temp 4-component vector of float)
0:6 vector swizzle ( temp 3-component vector of float)
0:6 'vpos' ( in 4-component vector of float)
0:6 Sequence
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 2 (const int)
0:6 divide ( temp float)
0:6 Constant:
0:6 1.000000
0:6 direct index ( temp float)
0:6 'vpos' ( in 4-component vector of float)
0:6 Constant:
0:6 3 (const int)
0:7 Test condition and select ( temp void)
0:7 Condition
0:7 Compare Less Than ( temp bool)
0:7 direct index ( temp float)
0:7 'vpos_t' ( temp 4-component vector of float)
0:7 Constant:
0:7 0 (const int)
0:7 Constant:
0:7 400.000000
0:7 true case
0:8 Branch: Return with expression
0:8 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:8 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:8 Constant:
0:8 0 (const uint)
0:7 false case
0:10 Branch: Return with expression
0:10 AmbientColor2: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:10 Constant:
0:10 1 (const uint)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:5 Construct vec4 ( temp 4-component vector of float)
0:5 vector swizzle ( temp 3-component vector of float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
0:5 Sequence
0:5 Constant:
0:5 0 (const int)
0:5 Constant:
0:5 1 (const int)
0:5 Constant:
0:5 2 (const int)
0:5 divide ( temp float)
0:5 Constant:
0:5 1.000000
0:5 direct index ( temp float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
0:5 Constant:
0:5 3 (const int)
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'vpos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform 4-component vector of float AmbientColor2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'vpos' ( in 4-component vector of float FragCoord)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 69
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 53 65
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "vpos"
Name 13 "vpos_t"
Name 36 "$Global"
MemberName 36($Global) 0 "AmbientColor"
MemberName 36($Global) 1 "AmbientColor2"
Name 38 ""
Name 51 "vpos"
Name 53 "vpos"
Name 65 "@entryPointOutput"
Name 66 "param"
MemberDecorate 36($Global) 0 Offset 0
MemberDecorate 36($Global) 1 Offset 16
Decorate 36($Global) Block
Decorate 38 DescriptorSet 0
Decorate 38 Binding 0
Decorate 53(vpos) BuiltIn FragCoord
Decorate 65(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
14: TypeVector 6(float) 3
17: 6(float) Constant 1065353216
18: TypeInt 32 0
19: 18(int) Constant 3
20: TypePointer Function 6(float)
28: 18(int) Constant 0
31: 6(float) Constant 1137180672
32: TypeBool
36($Global): TypeStruct 7(fvec4) 7(fvec4)
37: TypePointer Uniform 36($Global)
38: 37(ptr) Variable Uniform
39: TypeInt 32 1
40: 39(int) Constant 0
41: TypePointer Uniform 7(fvec4)
46: 39(int) Constant 1
52: TypePointer Input 7(fvec4)
53(vpos): 52(ptr) Variable Input
56: TypePointer Input 6(float)
64: TypePointer Output 7(fvec4)
65(@entryPointOutput): 64(ptr) Variable Output
4(main): 2 Function None 3
5: Label
51(vpos): 8(ptr) Variable Function
66(param): 8(ptr) Variable Function
54: 7(fvec4) Load 53(vpos)
55: 14(fvec3) VectorShuffle 54 54 0 1 2
57: 56(ptr) AccessChain 53(vpos) 19
58: 6(float) Load 57
59: 6(float) FDiv 17 58
60: 6(float) CompositeExtract 55 0
61: 6(float) CompositeExtract 55 1
62: 6(float) CompositeExtract 55 2
63: 7(fvec4) CompositeConstruct 60 61 62 59
Store 51(vpos) 63
67: 7(fvec4) Load 51(vpos)
Store 66(param) 67
68: 7(fvec4) FunctionCall 11(@main(vf4;) 66(param)
Store 65(@entryPointOutput) 68
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(vpos): 8(ptr) FunctionParameter
12: Label
13(vpos_t): 8(ptr) Variable Function
15: 7(fvec4) Load 10(vpos)
16: 14(fvec3) VectorShuffle 15 15 0 1 2
21: 20(ptr) AccessChain 10(vpos) 19
22: 6(float) Load 21
23: 6(float) FDiv 17 22
24: 6(float) CompositeExtract 16 0
25: 6(float) CompositeExtract 16 1
26: 6(float) CompositeExtract 16 2
27: 7(fvec4) CompositeConstruct 24 25 26 23
Store 13(vpos_t) 27
29: 20(ptr) AccessChain 13(vpos_t) 28
30: 6(float) Load 29
33: 32(bool) FOrdLessThan 30 31
SelectionMerge 35 None
BranchConditional 33 34 45
34: Label
42: 41(ptr) AccessChain 38 40
43: 7(fvec4) Load 42
ReturnValue 43
45: Label
47: 41(ptr) AccessChain 38 46
48: 7(fvec4) Load 47
ReturnValue 48
35: Label
Unreachable
FunctionEnd

View File

@@ -0,0 +1,413 @@
iomap.blockOutVariableIn.2.vert
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.blockOutVariableIn.geom
Shader version: 440
invocations = -1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:12 Function Definition: main( ( global void)
0:12 Function Parameters:
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:14 direct index (layout( location=0) temp 4-component vector of float)
0:14 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:15 move second child to first child ( temp 2-component vector of float)
0:15 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:15 direct index (layout( location=1) temp 2-component vector of float)
0:15 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:15 Constant:
0:15 0 (const int)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 EmitVertex ( global void)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:19 direct index (layout( location=0) temp 4-component vector of float)
0:19 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:20 move second child to first child ( temp 2-component vector of float)
0:20 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:20 direct index (layout( location=1) temp 2-component vector of float)
0:20 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:20 Constant:
0:20 1 (const int)
0:21 move second child to first child ( temp 4-component vector of float)
0:21 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:21 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:21 Constant:
0:21 0 (const uint)
0:21 Constant:
0:21 1.000000
0:21 1.000000
0:21 1.000000
0:21 1.000000
0:22 EmitVertex ( global void)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:24 direct index (layout( location=0) temp 4-component vector of float)
0:24 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:24 Constant:
0:24 2 (const int)
0:25 move second child to first child ( temp 2-component vector of float)
0:25 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:25 direct index (layout( location=1) temp 2-component vector of float)
0:25 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:25 Constant:
0:25 2 (const int)
0:26 move second child to first child ( temp 4-component vector of float)
0:26 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:26 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:26 Constant:
0:26 0 (const uint)
0:26 Constant:
0:26 1.000000
0:26 1.000000
0:26 1.000000
0:26 1.000000
0:27 EmitVertex ( global void)
0:? Linker Objects
0:? 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:? 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
Linked vertex stage:
Linked geometry stage:
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 440
invocations = 1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:12 Function Definition: main( ( global void)
0:12 Function Parameters:
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:14 direct index (layout( location=0) temp 4-component vector of float)
0:14 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:15 move second child to first child ( temp 2-component vector of float)
0:15 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:15 direct index (layout( location=1) temp 2-component vector of float)
0:15 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:15 Constant:
0:15 0 (const int)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
0:16 Constant:
0:16 0 (const uint)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 EmitVertex ( global void)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:19 direct index (layout( location=0) temp 4-component vector of float)
0:19 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:20 move second child to first child ( temp 2-component vector of float)
0:20 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:20 direct index (layout( location=1) temp 2-component vector of float)
0:20 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:20 Constant:
0:20 1 (const int)
0:21 move second child to first child ( temp 4-component vector of float)
0:21 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:21 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
0:21 Constant:
0:21 0 (const uint)
0:21 Constant:
0:21 1.000000
0:21 1.000000
0:21 1.000000
0:21 1.000000
0:22 EmitVertex ( global void)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:24 direct index (layout( location=0) temp 4-component vector of float)
0:24 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:24 Constant:
0:24 2 (const int)
0:25 move second child to first child ( temp 2-component vector of float)
0:25 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:25 direct index (layout( location=1) temp 2-component vector of float)
0:25 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:25 Constant:
0:25 2 (const int)
0:26 move second child to first child ( temp 4-component vector of float)
0:26 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:26 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
0:26 Constant:
0:26 0 (const uint)
0:26 Constant:
0:26 1.000000
0:26 1.000000
0:26 1.000000
0:26 1.000000
0:27 EmitVertex ( global void)
0:? Linker Objects
0:? 'in_a1' (layout( location=0) in 3-element array of 4-component vector of float)
0:? 'in_a2' (layout( location=1) in 3-element array of 2-component vector of float)
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 11 28 31 32
Source GLSL 440
Name 4 "main"
Name 9 "Block"
MemberName 9(Block) 0 "a1"
MemberName 9(Block) 1 "a2"
Name 11 ""
Name 26 "gl_PerVertex"
MemberName 26(gl_PerVertex) 0 "gl_Position"
MemberName 26(gl_PerVertex) 1 "gl_PointSize"
MemberName 26(gl_PerVertex) 2 "gl_ClipDistance"
Name 28 ""
Name 31 "gl_VertexID"
Name 32 "gl_InstanceID"
Decorate 9(Block) Block
Decorate 11 Location 0
MemberDecorate 26(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 26(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 26(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 26(gl_PerVertex) Block
Decorate 31(gl_VertexID) BuiltIn VertexId
Decorate 32(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeVector 6(float) 2
9(Block): TypeStruct 7(fvec4) 8(fvec2)
10: TypePointer Output 9(Block)
11: 10(ptr) Variable Output
12: TypeInt 32 1
13: 12(int) Constant 0
14: 6(float) Constant 1065353216
15: 7(fvec4) ConstantComposite 14 14 14 14
16: TypePointer Output 7(fvec4)
18: 12(int) Constant 1
19: 6(float) Constant 1056964608
20: 8(fvec2) ConstantComposite 19 19
21: TypePointer Output 8(fvec2)
23: TypeInt 32 0
24: 23(int) Constant 1
25: TypeArray 6(float) 24
26(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 25
27: TypePointer Output 26(gl_PerVertex)
28: 27(ptr) Variable Output
30: TypePointer Input 12(int)
31(gl_VertexID): 30(ptr) Variable Input
32(gl_InstanceID): 30(ptr) Variable Input
4(main): 2 Function None 3
5: Label
17: 16(ptr) AccessChain 11 13
Store 17 15
22: 21(ptr) AccessChain 11 18
Store 22 20
29: 16(ptr) AccessChain 28 13
Store 29 15
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 49
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 9 14 22 25 33
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 3
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "in_a1"
Name 22 "a2"
Name 25 "in_a2"
Name 31 "gl_PerVertex"
MemberName 31(gl_PerVertex) 0 "gl_Position"
MemberName 31(gl_PerVertex) 1 "gl_PointSize"
MemberName 31(gl_PerVertex) 2 "gl_ClipDistance"
Name 33 ""
Decorate 9(a1) Location 0
Decorate 14(in_a1) Location 0
Decorate 22(a2) Location 1
Decorate 25(in_a2) Location 1
MemberDecorate 31(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 31(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 31(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 31(gl_PerVertex) Block
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: TypeInt 32 0
11: 10(int) Constant 3
12: TypeArray 7(fvec4) 11
13: TypePointer Input 12
14(in_a1): 13(ptr) Variable Input
15: TypeInt 32 1
16: 15(int) Constant 0
17: TypePointer Input 7(fvec4)
20: TypeVector 6(float) 2
21: TypePointer Output 20(fvec2)
22(a2): 21(ptr) Variable Output
23: TypeArray 20(fvec2) 11
24: TypePointer Input 23
25(in_a2): 24(ptr) Variable Input
26: TypePointer Input 20(fvec2)
29: 10(int) Constant 1
30: TypeArray 6(float) 29
31(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 30
32: TypePointer Output 31(gl_PerVertex)
33: 32(ptr) Variable Output
34: 6(float) Constant 1065353216
35: 7(fvec4) ConstantComposite 34 34 34 34
37: 15(int) Constant 1
43: 15(int) Constant 2
4(main): 2 Function None 3
5: Label
18: 17(ptr) AccessChain 14(in_a1) 16
19: 7(fvec4) Load 18
Store 9(a1) 19
27: 26(ptr) AccessChain 25(in_a2) 16
28: 20(fvec2) Load 27
Store 22(a2) 28
36: 8(ptr) AccessChain 33 16
Store 36 35
EmitVertex
38: 17(ptr) AccessChain 14(in_a1) 37
39: 7(fvec4) Load 38
Store 9(a1) 39
40: 26(ptr) AccessChain 25(in_a2) 37
41: 20(fvec2) Load 40
Store 22(a2) 41
42: 8(ptr) AccessChain 33 16
Store 42 35
EmitVertex
44: 17(ptr) AccessChain 14(in_a1) 43
45: 7(fvec4) Load 44
Store 9(a1) 45
46: 26(ptr) AccessChain 25(in_a2) 43
47: 20(fvec2) Load 46
Store 22(a2) 47
48: 8(ptr) AccessChain 33 16
Store 48 35
EmitVertex
Return
FunctionEnd

View File

@@ -0,0 +1,234 @@
iomap.blockOutVariableIn.vert
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.blockOutVariableIn.frag
Shader version: 440
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'color' (layout( location=0) out 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 vector swizzle ( temp 2-component vector of float)
0:10 'a1' (layout( location=0) smooth in 4-component vector of float)
0:10 Sequence
0:10 Constant:
0:10 0 (const int)
0:10 Constant:
0:10 1 (const int)
0:10 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth in 4-component vector of float)
0:? 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
Linked vertex stage:
Linked fragment stage:
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 440
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'color' (layout( location=0) out 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 vector swizzle ( temp 2-component vector of float)
0:10 'a1' (layout( location=0) smooth in 4-component vector of float)
0:10 Sequence
0:10 Constant:
0:10 0 (const int)
0:10 Constant:
0:10 1 (const int)
0:10 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth in 4-component vector of float)
0:? 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 11 28 31 32
Source GLSL 440
Name 4 "main"
Name 9 "Block"
MemberName 9(Block) 0 "a1"
MemberName 9(Block) 1 "a2"
Name 11 ""
Name 26 "gl_PerVertex"
MemberName 26(gl_PerVertex) 0 "gl_Position"
MemberName 26(gl_PerVertex) 1 "gl_PointSize"
MemberName 26(gl_PerVertex) 2 "gl_ClipDistance"
Name 28 ""
Name 31 "gl_VertexID"
Name 32 "gl_InstanceID"
Decorate 9(Block) Block
Decorate 11 Location 0
MemberDecorate 26(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 26(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 26(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 26(gl_PerVertex) Block
Decorate 31(gl_VertexID) BuiltIn VertexId
Decorate 32(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeVector 6(float) 2
9(Block): TypeStruct 7(fvec4) 8(fvec2)
10: TypePointer Output 9(Block)
11: 10(ptr) Variable Output
12: TypeInt 32 1
13: 12(int) Constant 0
14: 6(float) Constant 1065353216
15: 7(fvec4) ConstantComposite 14 14 14 14
16: TypePointer Output 7(fvec4)
18: 12(int) Constant 1
19: 6(float) Constant 1056964608
20: 8(fvec2) ConstantComposite 19 19
21: TypePointer Output 8(fvec2)
23: TypeInt 32 0
24: 23(int) Constant 1
25: TypeArray 6(float) 24
26(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 25
27: TypePointer Output 26(gl_PerVertex)
28: 27(ptr) Variable Output
30: TypePointer Input 12(int)
31(gl_VertexID): 30(ptr) Variable Input
32(gl_InstanceID): 30(ptr) Variable Input
4(main): 2 Function None 3
5: Label
17: 16(ptr) AccessChain 11 13
Store 17 15
22: 21(ptr) AccessChain 11 18
Store 22 20
29: 16(ptr) AccessChain 28 13
Store 29 15
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 23
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 9 11 16
ExecutionMode 4 OriginLowerLeft
Source GLSL 440
Name 4 "main"
Name 9 "color"
Name 11 "a1"
Name 16 "a2"
Decorate 9(color) Location 0
Decorate 11(a1) Location 0
Decorate 16(a2) Location 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(color): 8(ptr) Variable Output
10: TypePointer Input 7(fvec4)
11(a1): 10(ptr) Variable Input
12: TypeVector 6(float) 2
15: TypePointer Input 12(fvec2)
16(a2): 15(ptr) Variable Input
4(main): 2 Function None 3
5: Label
13: 7(fvec4) Load 11(a1)
14: 12(fvec2) VectorShuffle 13 13 0 1
17: 12(fvec2) Load 16(a2)
18: 6(float) CompositeExtract 14 0
19: 6(float) CompositeExtract 14 1
20: 6(float) CompositeExtract 17 0
21: 6(float) CompositeExtract 17 1
22: 7(fvec4) CompositeConstruct 18 19 20 21
Store 9(color) 22
Return
FunctionEnd

View File

@@ -0,0 +1,276 @@
iomap.variableOutBlockIn.2.vert
Shader version: 440
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.variableOutBlockIn.geom
Shader version: 440
invocations = -1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main( ( global void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.500000
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:? Linker Objects
0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
Linked vertex stage:
Linked geometry stage:
Shader version: 440
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 440
invocations = 1
max_vertices = 3
input primitive = triangles
output primitive = triangle_strip
0:? Sequence
0:14 Function Definition: main( ( global void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:16 Constant:
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:16 1.000000
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.500000
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:18 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 0 (const uint)
0:18 Constant:
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:18 1.000000
0:? Linker Objects
0:? 'gin' (layout( location=0) in 3-element array of block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'a1' (layout( location=0 stream=0) out 4-component vector of float)
0:? 'a2' (layout( location=1 stream=0) out 2-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 9 14 22 27 28
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "a2"
Name 20 "gl_PerVertex"
MemberName 20(gl_PerVertex) 0 "gl_Position"
MemberName 20(gl_PerVertex) 1 "gl_PointSize"
MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
Name 22 ""
Name 27 "gl_VertexID"
Name 28 "gl_InstanceID"
Decorate 9(a1) Location 0
Decorate 14(a2) Location 1
MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 20(gl_PerVertex) Block
Decorate 27(gl_VertexID) BuiltIn VertexId
Decorate 28(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: 6(float) Constant 1065353216
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(a2): 13(ptr) Variable Output
15: 6(float) Constant 1056964608
16: 12(fvec2) ConstantComposite 15 15
17: TypeInt 32 0
18: 17(int) Constant 1
19: TypeArray 6(float) 18
20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
21: TypePointer Output 20(gl_PerVertex)
22: 21(ptr) Variable Output
23: TypeInt 32 1
24: 23(int) Constant 0
26: TypePointer Input 23(int)
27(gl_VertexID): 26(ptr) Variable Input
28(gl_InstanceID): 26(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(a1) 11
Store 14(a2) 16
25: 8(ptr) AccessChain 22 24
Store 25 11
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 31
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 9 14 22 30
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 3
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "a2"
Name 20 "gl_PerVertex"
MemberName 20(gl_PerVertex) 0 "gl_Position"
MemberName 20(gl_PerVertex) 1 "gl_PointSize"
MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
Name 22 ""
Name 26 "Inputs"
MemberName 26(Inputs) 0 "a1"
MemberName 26(Inputs) 1 "a2"
Name 30 "gin"
Decorate 9(a1) Location 0
Decorate 14(a2) Location 1
MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 20(gl_PerVertex) Block
Decorate 26(Inputs) Block
Decorate 30(gin) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: 6(float) Constant 1065353216
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(a2): 13(ptr) Variable Output
15: 6(float) Constant 1056964608
16: 12(fvec2) ConstantComposite 15 15
17: TypeInt 32 0
18: 17(int) Constant 1
19: TypeArray 6(float) 18
20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
21: TypePointer Output 20(gl_PerVertex)
22: 21(ptr) Variable Output
23: TypeInt 32 1
24: 23(int) Constant 0
26(Inputs): TypeStruct 7(fvec4) 12(fvec2)
27: 17(int) Constant 3
28: TypeArray 26(Inputs) 27
29: TypePointer Input 28
30(gin): 29(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(a1) 11
Store 14(a2) 16
25: 8(ptr) AccessChain 22 24
Store 25 11
Return
FunctionEnd

View File

@@ -0,0 +1,236 @@
iomap.variableOutBlockIn.vert
Shader version: 440
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.variableOutBlockIn.frag
Shader version: 440
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' (layout( location=0) out 4-component vector of float)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 vector swizzle ( temp 2-component vector of float)
0:12 a1: direct index for structure ( in 4-component vector of float)
0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:12 Constant:
0:12 0 (const uint)
0:12 Sequence
0:12 Constant:
0:12 0 (const int)
0:12 Constant:
0:12 1 (const int)
0:12 a2: direct index for structure ( in 2-component vector of float)
0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'color' (layout( location=0) out 4-component vector of float)
Linked vertex stage:
Linked fragment stage:
Shader version: 440
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a1' (layout( location=0) smooth out 4-component vector of float)
0:8 Constant:
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:8 1.000000
0:9 move second child to first child ( temp 2-component vector of float)
0:9 'a2' (layout( location=1) smooth out 2-component vector of float)
0:9 Constant:
0:9 0.500000
0:9 0.500000
0:10 move second child to first child ( temp 4-component vector of float)
0:10 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:10 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:10 1.000000
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth out 4-component vector of float)
0:? 'a2' (layout( location=1) smooth out 2-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 440
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' (layout( location=0) out 4-component vector of float)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 vector swizzle ( temp 2-component vector of float)
0:12 a1: direct index for structure ( in 4-component vector of float)
0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:12 Constant:
0:12 0 (const uint)
0:12 Sequence
0:12 Constant:
0:12 0 (const int)
0:12 Constant:
0:12 1 (const int)
0:12 a2: direct index for structure ( in 2-component vector of float)
0:12 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( location=0) in block{ in 4-component vector of float a1, in 2-component vector of float a2})
0:? 'color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 9 14 22 27 28
Source GLSL 440
Name 4 "main"
Name 9 "a1"
Name 14 "a2"
Name 20 "gl_PerVertex"
MemberName 20(gl_PerVertex) 0 "gl_Position"
MemberName 20(gl_PerVertex) 1 "gl_PointSize"
MemberName 20(gl_PerVertex) 2 "gl_ClipDistance"
Name 22 ""
Name 27 "gl_VertexID"
Name 28 "gl_InstanceID"
Decorate 9(a1) Location 0
Decorate 14(a2) Location 1
MemberDecorate 20(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 20(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 20(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 20(gl_PerVertex) Block
Decorate 27(gl_VertexID) BuiltIn VertexId
Decorate 28(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(a1): 8(ptr) Variable Output
10: 6(float) Constant 1065353216
11: 7(fvec4) ConstantComposite 10 10 10 10
12: TypeVector 6(float) 2
13: TypePointer Output 12(fvec2)
14(a2): 13(ptr) Variable Output
15: 6(float) Constant 1056964608
16: 12(fvec2) ConstantComposite 15 15
17: TypeInt 32 0
18: 17(int) Constant 1
19: TypeArray 6(float) 18
20(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 19
21: TypePointer Output 20(gl_PerVertex)
22: 21(ptr) Variable Output
23: TypeInt 32 1
24: 23(int) Constant 0
26: TypePointer Input 23(int)
27(gl_VertexID): 26(ptr) Variable Input
28(gl_InstanceID): 26(ptr) Variable Input
4(main): 2 Function None 3
5: Label
Store 9(a1) 11
Store 14(a2) 16
25: 8(ptr) AccessChain 22 24
Store 25 11
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 9 13
ExecutionMode 4 OriginLowerLeft
Source GLSL 440
Name 4 "main"
Name 9 "color"
Name 11 "Inputs"
MemberName 11(Inputs) 0 "a1"
MemberName 11(Inputs) 1 "a2"
Name 13 ""
Decorate 9(color) Location 0
Decorate 11(Inputs) Block
Decorate 13 Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(color): 8(ptr) Variable Output
10: TypeVector 6(float) 2
11(Inputs): TypeStruct 7(fvec4) 10(fvec2)
12: TypePointer Input 11(Inputs)
13: 12(ptr) Variable Input
14: TypeInt 32 1
15: 14(int) Constant 0
16: TypePointer Input 7(fvec4)
20: 14(int) Constant 1
21: TypePointer Input 10(fvec2)
4(main): 2 Function None 3
5: Label
17: 16(ptr) AccessChain 13 15
18: 7(fvec4) Load 17
19: 10(fvec2) VectorShuffle 18 18 0 1
22: 21(ptr) AccessChain 13 20
23: 10(fvec2) Load 22
24: 6(float) CompositeExtract 19 0
25: 6(float) CompositeExtract 19 1
26: 6(float) CompositeExtract 23 0
27: 6(float) CompositeExtract 23 1
28: 7(fvec4) CompositeConstruct 24 25 26 27
Store 9(color) 28
Return
FunctionEnd

View File

@@ -1,5 +1,4 @@
spv.1.4.OpEntryPoint.frag
Validation failed
// Module Version 10400
// Generated by (magic number): 8000a
// Id's are bound by 64
@@ -32,7 +31,6 @@ Validation failed
Decorate 25(uniformv) Binding 0
MemberDecorate 31(pushB) 0 Offset 0
Decorate 31(pushB) Block
Decorate 33(pushv) Binding 2
MemberDecorate 39(bbt) 0 Offset 0
Decorate 39(bbt) Block
Decorate 41(bufferv) DescriptorSet 0

View File

@@ -1,35 +0,0 @@
spv.intrinsicsSpecConst.vert
Validation failed
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 13
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 10
ExecutionModeId 4 DenormFlushToZero 7
Source GLSL 450
SourceExtension "GL_EXT_spirv_intrinsics"
Name 4 "main"
Name 7 "targetWidth"
Name 10 "pointSize"
Name 11 "builtIn"
Decorate 7(targetWidth) SpecId 5
Decorate 10(pointSize) Location 0
Decorate 11(builtIn) SpecId 6
DecorateId 10(pointSize) BuiltIn 11(builtIn)
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 0
7(targetWidth): 6(int) SpecConstant 32
8: TypeFloat 32
9: TypePointer Output 8(float)
10(pointSize): 9(ptr) Variable Output
11(builtIn): 6(int) SpecConstant 1
12: 8(float) Constant 1082130432
4(main): 2 Function None 3
5: Label
Store 10(pointSize) 12
Return
FunctionEnd

View File

@@ -1,30 +1,30 @@
spv.intrinsicsSpirvLiteral.vert
Validation failed
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 12
// Id's are bound by 13
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main"
EntryPoint Vertex 4 "main" 9 11
Source GLSL 450
SourceExtension "GL_EXT_spirv_intrinsics"
Name 4 "main"
Name 9 "vec4Out"
Name 10 "vec4In"
Name 11 "vec4In"
Decorate 9(vec4Out) Location 1
Decorate 10(vec4In) Location 0
Decorate 11(vec4In) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
8: TypePointer Output 7(fvec4)
9(vec4Out): 8(ptr) Variable Output
10: TypePointer Input 7(fvec4)
11(vec4In): 10(ptr) Variable Input
4(main): 2 Function None 3
5: Label
9(vec4Out): 8(ptr) Variable Function
10(vec4In): 8(ptr) Variable Function
11: 7(fvec4) Load 10(vec4In) None
Store 9(vec4Out) 11 Volatile
12: 7(fvec4) Load 11(vec4In) None
Store 9(vec4Out) 12 Volatile
Return
FunctionEnd

View File

@@ -22,7 +22,9 @@ Validation failed
Decorate 11(as) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeRayQueryKHR
7: TypePointer Function 6
9: TypeAccelerationStructureKHR
10: TypePointer UniformConstant 9
11(as): 10(ptr) Variable UniformConstant
13: TypeInt 32 0
@@ -36,8 +38,6 @@ Validation failed
4(main): 2 Function None 3
5: Label
8(rq): 7(ptr) Variable Function
6: TypeRayQueryKHR
9: TypeAccelerationStructureKHR
12: 9 Load 11(as)
RayQueryInitializeKHR 8(rq) 12 14 14 18 17 20 19
RayQueryTerminateKHR 8(rq)

View File

@@ -0,0 +1,43 @@
spv.intrinsicsSpirvTypeLocalVar.vert
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 22
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main"
Source GLSL 460
SourceExtension "GL_EXT_spirv_intrinsics"
Name 4 "main"
Name 10 "func(spv-t1;"
Name 9 "emptyStruct"
Name 13 "size"
Name 16 "dummy"
Name 18 "param"
Decorate 13(size) SpecId 9
2: TypeVoid
3: TypeFunction 2
6: TypeStruct
7: TypePointer Function 6(struct)
8: TypeFunction 2 7(ptr)
12: TypeInt 32 1
13(size): 12(int) SpecConstant 9
14: TypeArray 6(struct) 13(size)
15: TypePointer Function 14
17: 12(int) Constant 1
4(main): 2 Function None 3
5: Label
16(dummy): 15(ptr) Variable Function
18(param): 7(ptr) Variable Function
19: 7(ptr) AccessChain 16(dummy) 17
20: 6(struct) Load 19
Store 18(param) 20
21: 2 FunctionCall 10(func(spv-t1;) 18(param)
Return
FunctionEnd
10(func(spv-t1;): 2 Function None 8
9(emptyStruct): 7(ptr) FunctionParameter
11: Label
Return
FunctionEnd

View File

@@ -0,0 +1,115 @@
textureQueryLOD.frag
WARNING: 0:7: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
Shader version: 150
Requested GL_ARB_gpu_shader5
Requested GL_ARB_texture_query_lod
0:? Sequence
0:24 Function Definition: main( ( global void)
0:24 Function Parameters:
0:26 Sequence
0:26 switch
0:26 condition
0:26 'funct' ( uniform int)
0:26 body
0:26 Sequence
0:28 case: with expression
0:28 Constant:
0:28 0 (const int)
0:? Sequence
0:29 Sequence
0:29 move second child to first child ( temp 2-component vector of int)
0:29 'iv2' ( temp 2-component vector of int)
0:29 textureSize ( global 2-component vector of int)
0:29 'sampler' ( uniform sampler2DShadow)
0:29 Constant:
0:29 0 (const int)
0:31 Sequence
0:31 move second child to first child ( temp 2-component vector of float)
0:31 'fv2' ( temp 2-component vector of float)
0:31 textureQueryLod ( global 2-component vector of float)
0:31 'sampler' ( uniform sampler2DShadow)
0:31 Constant:
0:31 0.000000
0:31 0.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'color' ( out 4-component vector of float)
0:33 Construct vec4 ( temp 4-component vector of float)
0:33 Convert int to float ( temp 2-component vector of float)
0:33 'iv2' ( temp 2-component vector of int)
0:33 'fv2' ( temp 2-component vector of float)
0:34 Branch: Break
0:35 default:
0:? Sequence
0:36 move second child to first child ( temp 4-component vector of float)
0:36 'color' ( out 4-component vector of float)
0:36 Constant:
0:36 1.000000
0:36 1.000000
0:36 1.000000
0:36 1.000000
0:37 Branch: Break
0:? Linker Objects
0:? 'vUV' ( smooth in 2-component vector of float)
0:? 'color' ( out 4-component vector of float)
0:? 'sampler' ( uniform sampler2DShadow)
0:? 'funct' ( uniform int)
Linked fragment stage:
Shader version: 150
Requested GL_ARB_gpu_shader5
Requested GL_ARB_texture_query_lod
0:? Sequence
0:24 Function Definition: main( ( global void)
0:24 Function Parameters:
0:26 Sequence
0:26 switch
0:26 condition
0:26 'funct' ( uniform int)
0:26 body
0:26 Sequence
0:28 case: with expression
0:28 Constant:
0:28 0 (const int)
0:? Sequence
0:29 Sequence
0:29 move second child to first child ( temp 2-component vector of int)
0:29 'iv2' ( temp 2-component vector of int)
0:29 textureSize ( global 2-component vector of int)
0:29 'sampler' ( uniform sampler2DShadow)
0:29 Constant:
0:29 0 (const int)
0:31 Sequence
0:31 move second child to first child ( temp 2-component vector of float)
0:31 'fv2' ( temp 2-component vector of float)
0:31 textureQueryLod ( global 2-component vector of float)
0:31 'sampler' ( uniform sampler2DShadow)
0:31 Constant:
0:31 0.000000
0:31 0.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'color' ( out 4-component vector of float)
0:33 Construct vec4 ( temp 4-component vector of float)
0:33 Convert int to float ( temp 2-component vector of float)
0:33 'iv2' ( temp 2-component vector of int)
0:33 'fv2' ( temp 2-component vector of float)
0:34 Branch: Break
0:35 default:
0:? Sequence
0:36 move second child to first child ( temp 4-component vector of float)
0:36 'color' ( out 4-component vector of float)
0:36 Constant:
0:36 1.000000
0:36 1.000000
0:36 1.000000
0:36 1.000000
0:37 Branch: Break
0:? Linker Objects
0:? 'vUV' ( smooth in 2-component vector of float)
0:? 'color' ( out 4-component vector of float)
0:? 'sampler' ( uniform sampler2DShadow)
0:? 'funct' ( uniform int)

View File

@@ -24,37 +24,38 @@ ERROR: 0:39: 'push_constant' : can only be used with a uniform
ERROR: 0:43: 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan
ERROR: 0:43: 'push_constant' : can only be used with a block
ERROR: 0:45: 'push_constant' : cannot declare a default, can only be used on a block
ERROR: 0:51: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:52: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:52: 'input_attachment_index' : can only be used with a subpass
ERROR: 0:53: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:53: 'input_attachment_index' : can only be used with a subpass
ERROR: 0:46: 'binding' : cannot be used with push_constant
ERROR: 0:54: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:54: 'subpass' : requires an input_attachment_index layout qualifier
ERROR: 0:55: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:60: 'subpassLoadMS' : no matching overloaded function found
ERROR: 0:61: 'subpassLoad' : no matching overloaded function found
ERROR: 0:55: 'input_attachment_index' : can only be used with a subpass
ERROR: 0:56: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:56: 'input_attachment_index' : can only be used with a subpass
ERROR: 0:57: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:57: 'subpass' : requires an input_attachment_index layout qualifier
ERROR: 0:58: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 0:63: 'subpassLoadMS' : no matching overloaded function found
ERROR: 0:66: 'subroutine' : not allowed when generating SPIR-V
ERROR: 0:66: 'subroutine' : feature not yet implemented
ERROR: 0:67: 'subroutine' : not allowed when generating SPIR-V
ERROR: 0:67: 'subroutine' : feature not yet implemented
ERROR: 0:69: 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan
ERROR: 0:73: 'texture' : no matching overloaded function found
ERROR: 0:74: 'imageStore' : no matching overloaded function found
WARNING: 0:82: '' : all default precisions are highp; use precision statements to quiet warning, e.g.:
ERROR: 0:64: 'subpassLoad' : no matching overloaded function found
ERROR: 0:66: 'subpassLoadMS' : no matching overloaded function found
ERROR: 0:69: 'subroutine' : not allowed when generating SPIR-V
ERROR: 0:69: 'subroutine' : feature not yet implemented
ERROR: 0:70: 'subroutine' : not allowed when generating SPIR-V
ERROR: 0:70: 'subroutine' : feature not yet implemented
ERROR: 0:72: 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan
ERROR: 0:76: 'texture' : no matching overloaded function found
ERROR: 0:77: 'imageStore' : no matching overloaded function found
WARNING: 0:85: '' : all default precisions are highp; use precision statements to quiet warning, e.g.:
"precision mediump int; precision highp float;"
ERROR: 0:91: 'call argument' : sampler constructor must appear at point of use
ERROR: 0:92: 'call argument' : sampler constructor must appear at point of use
ERROR: 0:93: ',' : sampler constructor must appear at point of use
ERROR: 0:94: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' temp sampler2D' and a right operand of type ' temp sampler2D' (or there is no acceptable conversion)
ERROR: 0:94: 'call argument' : sampler constructor must appear at point of use
ERROR: 0:96: 'gl_NumSamples' : undeclared identifier
ERROR: 0:101: 'noise1' : no matching overloaded function found
ERROR: 0:102: 'noise2' : no matching overloaded function found
ERROR: 0:103: 'noise3' : no matching overloaded function found
ERROR: 0:104: 'noise4' : no matching overloaded function found
ERROR: 53 compilation errors. No code generated.
ERROR: 0:95: 'call argument' : sampler constructor must appear at point of use
ERROR: 0:96: ',' : sampler constructor must appear at point of use
ERROR: 0:97: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' temp sampler2D' and a right operand of type ' temp sampler2D' (or there is no acceptable conversion)
ERROR: 0:97: 'call argument' : sampler constructor must appear at point of use
ERROR: 0:99: 'gl_NumSamples' : undeclared identifier
ERROR: 0:104: 'noise1' : no matching overloaded function found
ERROR: 0:105: 'noise2' : no matching overloaded function found
ERROR: 0:106: 'noise3' : no matching overloaded function found
ERROR: 0:107: 'noise4' : no matching overloaded function found
ERROR: 54 compilation errors. No code generated.
ERROR: Linking fragment stage: Only one push_constant block is allowed per stage