HLSL: inter-stage structure splitting.

This adds structure splitting, which among other things will enable GS support where input structs
are passed, and thus become input arrays of structs in the GS inputs.  That is a common GS case.

The salient points of this PR are:

* Structure splitting has been changed from "always between stages" to "only into the VS and out of
  the PS".  It had previously happened between stages because it's not legal to pass a struct
  containing a builtin IO variable.

* Structs passed between stages are now split into a struct containing ONLY user types, and a
  collection of loose builtin IO variables, if any.  The user-part is passed as a normal struct
  between stages, which is valid SPIR-V now that the builtin IO is removed.

* Internal to the shader, a sanitized struct (with IO qualifiers removed) is used, so that e.g,
  functions can work unmodified.

* If a builtin IO such as Position occurs in an arrayed struct, for example as an input to a GS,
  the array reference is moved to the split-off loose variable, which is given the array dimension
  itself.

When passing things around inside the shader, such as over a function call, the the original type
is used in a sanitized form that removes the builtIn qualifications and makes them temporaries.
This means internal function calls do not have to change.  However, the type when returned from
the shader will be member-wise copied from the internal sanitized one to the external type.
The sanitized type is used in variable declarations.

When copying split types and unsplit, if a sub-struct contains only user variables, it is copied
as a single entity to avoid more AST verbosity.

Above strategy arrived at with talks with @johnkslang.

This is a big complex change.  I'm inclined to leave it as a WIP until it can get some exposure to
real world cases.
This commit is contained in:
steve-lunarg
2016-12-14 15:22:25 -07:00
parent 807a0d9e2f
commit a2e7531057
18 changed files with 1615 additions and 482 deletions

View File

@@ -9,7 +9,7 @@ output primitive = line_strip
0:16 Function Parameters:
0:16 'VertexID' (layout(location=0 ) in 3-element array of uint)
0:16 'test' (layout(location=3 ) in 3-element array of uint)
0:16 'OutputStream' (out structure{temp float myfloat, temp int something})
0:16 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:? Sequence
0:19 move second child to first child (temp float)
0:19 myfloat: direct index for structure (temp float)
@@ -43,20 +43,19 @@ output primitive = line_strip
0:20 0 (const int)
0:22 Sequence
0:22 move second child to first child (temp structure{temp float myfloat, temp int something})
0:22 'OutputStream' (out structure{temp float myfloat, temp int something})
0:22 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:22 'Vert' (temp structure{temp float myfloat, temp int something})
0:22 EmitVertex (temp void)
0:23 Sequence
0:23 move second child to first child (temp structure{temp float myfloat, temp int something})
0:23 'OutputStream' (out structure{temp float myfloat, temp int something})
0:23 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:23 'Vert' (temp structure{temp float myfloat, temp int something})
0:23 EmitVertex (temp void)
0:24 EndPrimitive (temp void)
0:? Linker Objects
0:? 'VertexID' (layout(location=0 ) in 3-element array of uint)
0:? 'test' (layout(location=3 ) in 3-element array of uint)
0:? 'myfloat' (layout(location=0 ) out float)
0:? 'something' (layout(location=1 ) out int)
0:? 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
Linked geometry stage:
@@ -72,7 +71,7 @@ output primitive = line_strip
0:16 Function Parameters:
0:16 'VertexID' (layout(location=0 ) in 3-element array of uint)
0:16 'test' (layout(location=3 ) in 3-element array of uint)
0:16 'OutputStream' (out structure{temp float myfloat, temp int something})
0:16 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:? Sequence
0:19 move second child to first child (temp float)
0:19 myfloat: direct index for structure (temp float)
@@ -106,29 +105,28 @@ output primitive = line_strip
0:20 0 (const int)
0:22 Sequence
0:22 move second child to first child (temp structure{temp float myfloat, temp int something})
0:22 'OutputStream' (out structure{temp float myfloat, temp int something})
0:22 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:22 'Vert' (temp structure{temp float myfloat, temp int something})
0:22 EmitVertex (temp void)
0:23 Sequence
0:23 move second child to first child (temp structure{temp float myfloat, temp int something})
0:23 'OutputStream' (out structure{temp float myfloat, temp int something})
0:23 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
0:23 'Vert' (temp structure{temp float myfloat, temp int something})
0:23 EmitVertex (temp void)
0:24 EndPrimitive (temp void)
0:? Linker Objects
0:? 'VertexID' (layout(location=0 ) in 3-element array of uint)
0:? 'test' (layout(location=3 ) in 3-element array of uint)
0:? 'myfloat' (layout(location=0 ) out float)
0:? 'something' (layout(location=1 ) out int)
0:? 'OutputStream' (layout(location=0 ) out structure{temp float myfloat, temp int something})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 45
// Id's are bound by 41
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 16 31 38 42 44
EntryPoint Geometry 4 "main" 16 31 38
ExecutionMode 4 Triangles
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputLineStrip
@@ -141,12 +139,9 @@ output primitive = line_strip
Name 16 "test"
Name 31 "VertexID"
Name 38 "OutputStream"
Name 42 "myfloat"
Name 44 "something"
Decorate 16(test) Location 3
Decorate 31(VertexID) Location 0
Decorate 42(myfloat) Location 0
Decorate 44(something) Location 1
Decorate 38(OutputStream) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -167,10 +162,6 @@ output primitive = line_strip
35: TypePointer Function 7(int)
37: TypePointer Output 8(PSInput)
38(OutputStream): 37(ptr) Variable Output
41: TypePointer Output 6(float)
42(myfloat): 41(ptr) Variable Output
43: TypePointer Output 7(int)
44(something): 43(ptr) Variable Output
4(main): 2 Function None 3
5: Label
10(Vert): 9(ptr) Variable Function

View File

@@ -4,84 +4,48 @@ gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:9 Branch: Return with expression
0:9 add (temp float)
0:9 direct index (temp float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 direct index (temp float)
0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord)
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:15 Sequence
0:15 move second child to first child (temp 2-component vector of float)
0:15 v: direct index for structure (temp 2-component vector of float)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 0 (const int)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:15 move second child to first child (temp 4-component vector of float)
0:15 fragCoord: direct index for structure (temp 4-component vector of float)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 1 (const int)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:15 move second child to first child (temp 2-component vector of int)
0:15 i2: direct index for structure (temp 2-component vector of int)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 2 (const int)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:15 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:17 Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of float)
0:17 v: direct index for structure (temp 2-component vector of float)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 0 (const int)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:17 move second child to first child (temp 4-component vector of float)
0:17 fragCoord: direct index for structure (temp 4-component vector of float)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 1 (const int)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:17 move second child to first child (temp 2-component vector of int)
0:17 i2: direct index for structure (temp 2-component vector of int)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 2 (const int)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:19 vector-scale (temp 4-component vector of float)
0:19 vector-scale (temp 4-component vector of float)
0:19 fragCoord: direct index for structure (temp 4-component vector of float)
0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord)
0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:19 Constant:
0:19 1 (const int)
0:19 'ret1' (temp float)
@@ -89,9 +53,7 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
Linked fragment stage:
@@ -102,84 +64,48 @@ gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:9 Branch: Return with expression
0:9 add (temp float)
0:9 direct index (temp float)
0:9 v: direct index for structure (temp 2-component vector of float)
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 direct index (temp float)
0:9 fragCoord: direct index for structure (temp 4-component vector of float FragCoord)
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:9 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:13 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:15 Sequence
0:15 move second child to first child (temp 2-component vector of float)
0:15 v: direct index for structure (temp 2-component vector of float)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 0 (const int)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:15 move second child to first child (temp 4-component vector of float)
0:15 fragCoord: direct index for structure (temp 4-component vector of float)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 1 (const int)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:15 move second child to first child (temp 2-component vector of int)
0:15 i2: direct index for structure (temp 2-component vector of int)
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:15 Constant:
0:15 2 (const int)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:15 move second child to first child (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:15 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:15 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:17 Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of float)
0:17 v: direct index for structure (temp 2-component vector of float)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 0 (const int)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:17 move second child to first child (temp 4-component vector of float)
0:17 fragCoord: direct index for structure (temp 4-component vector of float)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 1 (const int)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:17 move second child to first child (temp 2-component vector of int)
0:17 i2: direct index for structure (temp 2-component vector of int)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Constant:
0:17 2 (const int)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:17 'aggShadow' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:19 vector-scale (temp 4-component vector of float)
0:19 vector-scale (temp 4-component vector of float)
0:19 fragCoord: direct index for structure (temp 4-component vector of float)
0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:19 fragCoord: direct index for structure (temp 4-component vector of float FragCoord)
0:19 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
0:19 Constant:
0:19 1 (const int)
0:19 'ret1' (temp float)
@@ -187,18 +113,16 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'v' (layout(location=0 ) in 2-component vector of float)
0:? 'fragCoord' (in 4-component vector of float FragCoord)
0:? 'i2' (layout(location=1 ) in 2-component vector of int)
0:? 'i' (layout(location=0 ) in structure{temp 2-component vector of float v, temp 4-component vector of float FragCoord fragCoord, temp 2-component vector of int i2})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 71
// Id's are bound by 52
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 32 37 43 63
EntryPoint Fragment 4 "PixelShaderFunction" 32 43
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 11 "InParam"
@@ -208,19 +132,15 @@ gl_FragCoord origin is upper left
Name 15 "fun(struct-InParam-vf2-vf4-vi21;"
Name 14 "p"
Name 30 "local"
Name 32 "v"
Name 37 "fragCoord"
Name 43 "i2"
Name 47 "ret1"
Name 48 "param"
Name 51 "ret2"
Name 52 "aggShadow"
Name 59 "param"
Name 63 "@entryPointOutput"
Decorate 32(v) Location 0
Decorate 37(fragCoord) BuiltIn FragCoord
Decorate 43(i2) Location 1
Decorate 63(@entryPointOutput) Location 0
Name 32 "i"
Name 34 "ret1"
Name 35 "param"
Name 38 "ret2"
Name 39 "param"
Name 43 "@entryPointOutput"
MemberDecorate 11(InParam) 1 BuiltIn FragCoord
Decorate 32(i) Location 0
Decorate 43(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -237,59 +157,35 @@ gl_FragCoord origin is upper left
20: TypePointer Function 6(float)
23: 9(int) Constant 1
24: 18(int) Constant 0
31: TypePointer Input 7(fvec2)
32(v): 31(ptr) Variable Input
34: TypePointer Function 7(fvec2)
36: TypePointer Input 8(fvec4)
37(fragCoord): 36(ptr) Variable Input
39: TypePointer Function 8(fvec4)
41: 9(int) Constant 2
42: TypePointer Input 10(ivec2)
43(i2): 42(ptr) Variable Input
45: TypePointer Function 10(ivec2)
62: TypePointer Output 8(fvec4)
63(@entryPointOutput): 62(ptr) Variable Output
31: TypePointer Input 11(InParam)
32(i): 31(ptr) Variable Input
42: TypePointer Output 8(fvec4)
43(@entryPointOutput): 42(ptr) Variable Output
44: TypePointer Function 8(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
30(local): 12(ptr) Variable Function
47(ret1): 20(ptr) Variable Function
48(param): 12(ptr) Variable Function
51(ret2): 20(ptr) Variable Function
52(aggShadow): 12(ptr) Variable Function
59(param): 12(ptr) Variable Function
33: 7(fvec2) Load 32(v)
35: 34(ptr) AccessChain 30(local) 17
Store 35 33
38: 8(fvec4) Load 37(fragCoord)
40: 39(ptr) AccessChain 30(local) 23
Store 40 38
44: 10(ivec2) Load 43(i2)
46: 45(ptr) AccessChain 30(local) 41
Store 46 44
49: 11(InParam) Load 30(local)
Store 48(param) 49
50: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 48(param)
Store 47(ret1) 50
53: 7(fvec2) Load 32(v)
54: 34(ptr) AccessChain 52(aggShadow) 17
Store 54 53
55: 8(fvec4) Load 37(fragCoord)
56: 39(ptr) AccessChain 52(aggShadow) 23
Store 56 55
57: 10(ivec2) Load 43(i2)
58: 45(ptr) AccessChain 52(aggShadow) 41
Store 58 57
60: 11(InParam) Load 52(aggShadow)
Store 59(param) 60
61: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 59(param)
Store 51(ret2) 61
64: 39(ptr) AccessChain 30(local) 23
65: 8(fvec4) Load 64
66: 6(float) Load 47(ret1)
67: 8(fvec4) VectorTimesScalar 65 66
68: 6(float) Load 51(ret2)
69: 8(fvec4) VectorTimesScalar 67 68
Store 63(@entryPointOutput) 69
34(ret1): 20(ptr) Variable Function
35(param): 12(ptr) Variable Function
38(ret2): 20(ptr) Variable Function
39(param): 12(ptr) Variable Function
33: 11(InParam) Load 32(i)
Store 30(local) 33
36: 11(InParam) Load 30(local)
Store 35(param) 36
37: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 35(param)
Store 34(ret1) 37
40: 11(InParam) Load 32(i)
Store 39(param) 40
41: 6(float) FunctionCall 15(fun(struct-InParam-vf2-vf4-vi21;) 39(param)
Store 38(ret2) 41
45: 44(ptr) AccessChain 30(local) 23
46: 8(fvec4) Load 45
47: 6(float) Load 34(ret1)
48: 8(fvec4) VectorTimesScalar 46 47
49: 6(float) Load 38(ret2)
50: 8(fvec4) VectorTimesScalar 48 49
Store 43(@entryPointOutput) 50
Return
FunctionEnd
15(fun(struct-InParam-vf2-vf4-vi21;): 6(float) Function None 13

View File

@@ -9,7 +9,7 @@ gl_FragCoord origin is upper left
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
@@ -19,7 +19,10 @@ gl_FragCoord origin is upper left
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
@@ -28,14 +31,7 @@ gl_FragCoord origin is upper left
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
0:? 'ff1' (in bool Face)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
@@ -49,7 +45,7 @@ gl_FragCoord origin is upper left
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:34 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:? Sequence
0:39 Compare Equal (temp bool)
0:39 's3' (temp structure{temp 3-component vector of bool b3})
@@ -59,7 +55,10 @@ gl_FragCoord origin is upper left
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:42 Sequence
0:42 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
@@ -68,25 +67,18 @@ gl_FragCoord origin is upper left
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
0:? 'ff1' (in bool Face)
0:? 'ff2' (layout(location=5 offset=4 ) in bool)
0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 50
// Id's are bound by 44
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 34 36 38 41 42 43 44
EntryPoint Fragment 4 "PixelShaderFunction" 27 35 36
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
@@ -95,54 +87,41 @@ gl_FragCoord origin is upper left
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 "ff4"
Name 30 "@entryPointOutput"
Name 31 "input"
Name 34 "a"
Name 36 "b"
Name 38 "c"
Name 41 "d"
Name 42 "ff1"
Name 43 "ff2"
Name 44 "ff3"
Name 46 "myS"
MemberName 46(myS) 0 "b"
MemberName 46(myS) 1 "c"
MemberName 46(myS) 2 "a"
MemberName 46(myS) 3 "d"
Name 47 "$Global"
MemberName 47($Global) 0 "s1"
MemberName 47($Global) 1 "ff5"
MemberName 47($Global) 2 "ff6"
Name 49 ""
Decorate 25(ff4) Offset 4
Decorate 25(ff4) Location 7
Decorate 25(ff4) Binding 0
Decorate 30(@entryPointOutput) Location 0
Decorate 31(input) Location 0
Decorate 34(a) Location 1
Decorate 36(b) Flat
Decorate 36(b) Location 2
Decorate 38(c) NoPerspective
Decorate 38(c) Centroid
Decorate 38(c) Location 3
Decorate 41(d) Centroid
Decorate 41(d) Location 4
Decorate 42(ff1) BuiltIn FrontFacing
Decorate 43(ff2) Offset 4
Decorate 43(ff2) Location 5
Decorate 44(ff3) Offset 4
Decorate 44(ff3) Location 6
Decorate 44(ff3) Binding 0
MemberDecorate 46(myS) 0 Offset 0
MemberDecorate 46(myS) 1 Offset 4
MemberDecorate 46(myS) 2 Offset 16
MemberDecorate 46(myS) 3 Offset 32
MemberDecorate 47($Global) 0 Offset 0
MemberDecorate 47($Global) 1 Offset 1620
MemberDecorate 47($Global) 2 Offset 1636
Decorate 47($Global) Block
Decorate 49 DescriptorSet 0
Name 25 "IN_S"
MemberName 25(IN_S) 0 "a"
MemberName 25(IN_S) 1 "b"
MemberName 25(IN_S) 2 "c"
MemberName 25(IN_S) 3 "d"
MemberName 25(IN_S) 4 "ff1"
MemberName 25(IN_S) 5 "ff2"
MemberName 25(IN_S) 6 "ff3"
MemberName 25(IN_S) 7 "ff4"
Name 27 "s"
Name 35 "@entryPointOutput"
Name 36 "input"
Name 40 "myS"
MemberName 40(myS) 0 "b"
MemberName 40(myS) 1 "c"
MemberName 40(myS) 2 "a"
MemberName 40(myS) 3 "d"
Name 41 "$Global"
MemberName 41($Global) 0 "s1"
MemberName 41($Global) 1 "ff5"
MemberName 41($Global) 2 "ff6"
Name 43 ""
MemberDecorate 25(IN_S) 4 BuiltIn FrontFacing
Decorate 27(s) Location 1
Decorate 35(@entryPointOutput) Location 0
Decorate 36(input) Location 0
MemberDecorate 40(myS) 0 Offset 0
MemberDecorate 40(myS) 1 Offset 4
MemberDecorate 40(myS) 2 Offset 16
MemberDecorate 40(myS) 3 Offset 32
MemberDecorate 41($Global) 0 Offset 0
MemberDecorate 41($Global) 1 Offset 1620
MemberDecorate 41($Global) 2 Offset 1636
Decorate 41($Global) Block
Decorate 43 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
@@ -156,28 +135,21 @@ gl_FragCoord origin is upper left
21(s2): 20(ptr) Variable Private
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypePointer Input 18(fvec4)
25(ff4): 24(ptr) Variable Input
27: TypePointer Private 18(fvec4)
29: TypePointer Output 18(fvec4)
30(@entryPointOutput): 29(ptr) Variable Output
31(input): 24(ptr) Variable Input
34(a): 24(ptr) Variable Input
35: TypePointer Input 6(bool)
36(b): 35(ptr) Variable Input
37: TypePointer Input 17(float)
38(c): 37(ptr) Variable Input
39: TypeVector 17(float) 2
40: TypePointer Input 39(fvec2)
41(d): 40(ptr) Variable Input
42(ff1): 35(ptr) Variable Input
43(ff2): 35(ptr) Variable Input
44(ff3): 35(ptr) Variable Input
45: TypeInt 32 0
46(myS): TypeStruct 45(int) 45(int) 18(fvec4) 18(fvec4)
47($Global): TypeStruct 46(myS) 17(float) 17(float)
48: TypePointer Uniform 47($Global)
49: 48(ptr) Variable Uniform
24: TypeVector 17(float) 2
25(IN_S): TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4)
26: TypePointer Input 25(IN_S)
27(s): 26(ptr) Variable Input
28: 22(int) Constant 7
29: TypePointer Input 18(fvec4)
32: TypePointer Private 18(fvec4)
34: TypePointer Output 18(fvec4)
35(@entryPointOutput): 34(ptr) Variable Output
36(input): 29(ptr) Variable Input
39: TypeInt 32 0
40(myS): TypeStruct 39(int) 39(int) 18(fvec4) 18(fvec4)
41($Global): TypeStruct 40(myS) 17(float) 17(float)
42: TypePointer Uniform 41($Global)
43: 42(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
@@ -187,10 +159,11 @@ gl_FragCoord origin is upper left
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
26: 18(fvec4) Load 25(ff4)
28: 27(ptr) AccessChain 21(s2) 23
Store 28 26
32: 18(fvec4) Load 31(input)
Store 30(@entryPointOutput) 32
30: 29(ptr) AccessChain 27(s) 28
31: 18(fvec4) Load 30
33: 32(ptr) AccessChain 21(s2) 23
Store 33 31
37: 18(fvec4) Load 36(input)
Store 35(@entryPointOutput) 37
Return
FunctionEnd

View File

@@ -0,0 +1,209 @@
hlsl.struct.split-1.vert
Shader version: 450
0:? Sequence
0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
0:17 Function Parameters:
0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:17 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:20 move second child to first child (temp int)
0:20 x0_out: direct index for structure (temp int)
0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:20 Constant:
0:20 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Pos_out: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:21 Constant:
0:21 1 (const int)
0:21 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:21 'Pos_loose' (in 4-component vector of float Position)
0:22 move second child to first child (temp int)
0:22 x1_out: direct index for structure (temp int)
0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:22 Constant:
0:22 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:24 Sequence
0:24 Sequence
0:24 move second child to first child (temp int)
0:24 x0_out: direct index for structure (temp int)
0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:24 Constant:
0:24 0 (const int)
0:24 x0_out: direct index for structure (temp int)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child (temp 4-component vector of float)
0:? 'Pos_out' (out 4-component vector of float Position)
0:24 Pos_out: direct index for structure (temp 4-component vector of float)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 1 (const int)
0:24 move second child to first child (temp int)
0:24 x1_out: direct index for structure (temp int)
0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:24 Constant:
0:24 1 (const int)
0:24 x1_out: direct index for structure (temp int)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 2 (const int)
0:24 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:? 'x0_in' (layout(location=0 ) in int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'x1_in' (layout(location=1 ) in int)
0:? 'Pos_loose' (in 4-component vector of float Position)
0:? 'Pos_out' (out 4-component vector of float Position)
Linked vertex stage:
Shader version: 450
0:? Sequence
0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
0:17 Function Parameters:
0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:17 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:20 move second child to first child (temp int)
0:20 x0_out: direct index for structure (temp int)
0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:20 Constant:
0:20 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:21 move second child to first child (temp 4-component vector of float)
0:21 Pos_out: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:21 Constant:
0:21 1 (const int)
0:21 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:21 'Pos_loose' (in 4-component vector of float Position)
0:22 move second child to first child (temp int)
0:22 x1_out: direct index for structure (temp int)
0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:22 Constant:
0:22 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:24 Sequence
0:24 Sequence
0:24 move second child to first child (temp int)
0:24 x0_out: direct index for structure (temp int)
0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:24 Constant:
0:24 0 (const int)
0:24 x0_out: direct index for structure (temp int)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child (temp 4-component vector of float)
0:? 'Pos_out' (out 4-component vector of float Position)
0:24 Pos_out: direct index for structure (temp 4-component vector of float)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 1 (const int)
0:24 move second child to first child (temp int)
0:24 x1_out: direct index for structure (temp int)
0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:24 Constant:
0:24 1 (const int)
0:24 x1_out: direct index for structure (temp int)
0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:24 Constant:
0:24 2 (const int)
0:24 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:? 'x0_in' (layout(location=0 ) in int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'x1_in' (layout(location=1 ) in int)
0:? 'Pos_loose' (in 4-component vector of float Position)
0:? 'Pos_out' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 46
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 14 20 22 28 33 39
Name 4 "main"
Name 9 "VS_OUTPUT"
MemberName 9(VS_OUTPUT) 0 "x0_out"
MemberName 9(VS_OUTPUT) 1 "Pos_out"
MemberName 9(VS_OUTPUT) 2 "x1_out"
Name 11 "vsout"
Name 14 "x0_in"
Name 20 "Pos_in"
Name 22 "Pos_loose"
Name 28 "x1_in"
Name 31 "VS_OUTPUT"
MemberName 31(VS_OUTPUT) 0 "x0_out"
MemberName 31(VS_OUTPUT) 1 "x1_out"
Name 33 "@entryPointOutput"
Name 39 "Pos_out"
Decorate 14(x0_in) Location 0
Decorate 20(Pos_in) BuiltIn Position
Decorate 22(Pos_loose) BuiltIn Position
Decorate 28(x1_in) Location 1
Decorate 33(@entryPointOutput) Location 0
Decorate 39(Pos_out) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeFloat 32
8: TypeVector 7(float) 4
9(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int)
10: TypePointer Function 9(VS_OUTPUT)
12: 6(int) Constant 0
13: TypePointer Input 6(int)
14(x0_in): 13(ptr) Variable Input
16: TypePointer Function 6(int)
18: 6(int) Constant 1
19: TypePointer Input 8(fvec4)
20(Pos_in): 19(ptr) Variable Input
22(Pos_loose): 19(ptr) Variable Input
25: TypePointer Function 8(fvec4)
27: 6(int) Constant 2
28(x1_in): 13(ptr) Variable Input
31(VS_OUTPUT): TypeStruct 6(int) 6(int)
32: TypePointer Output 31(VS_OUTPUT)
33(@entryPointOutput): 32(ptr) Variable Output
36: TypePointer Output 6(int)
38: TypePointer Output 8(fvec4)
39(Pos_out): 38(ptr) Variable Output
4(main): 2 Function None 3
5: Label
11(vsout): 10(ptr) Variable Function
15: 6(int) Load 14(x0_in)
17: 16(ptr) AccessChain 11(vsout) 12
Store 17 15
21: 8(fvec4) Load 20(Pos_in)
23: 8(fvec4) Load 22(Pos_loose)
24: 8(fvec4) FAdd 21 23
26: 25(ptr) AccessChain 11(vsout) 18
Store 26 24
29: 6(int) Load 28(x1_in)
30: 16(ptr) AccessChain 11(vsout) 27
Store 30 29
34: 16(ptr) AccessChain 11(vsout) 12
35: 6(int) Load 34
37: 36(ptr) AccessChain 33(@entryPointOutput) 12
Store 37 35
40: 25(ptr) AccessChain 11(vsout) 18
41: 8(fvec4) Load 40
Store 39(Pos_out) 41
42: 16(ptr) AccessChain 11(vsout) 27
43: 6(int) Load 42
44: 36(ptr) AccessChain 33(@entryPointOutput) 18
Store 44 43
Return
FunctionEnd

View File

@@ -0,0 +1,317 @@
hlsl.struct.split.call.vert
Shader version: 450
0:? Sequence
0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
0:17 Function Parameters:
0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:? Sequence
0:18 add (temp 4-component vector of float)
0:18 Pos_in: direct index for structure (temp 4-component vector of float)
0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:18 Constant:
0:18 1 (const int)
0:18 Pos_out: direct index for structure (temp 4-component vector of float)
0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:18 Constant:
0:18 1 (const int)
0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
0:22 Function Parameters:
0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:? Sequence
0:25 move second child to first child (temp int)
0:25 x0_out: direct index for structure (temp int)
0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:25 Constant:
0:25 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:26 move second child to first child (temp 4-component vector of float)
0:26 Pos_out: direct index for structure (temp 4-component vector of float)
0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:26 Constant:
0:26 1 (const int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:27 move second child to first child (temp int)
0:27 x1_out: direct index for structure (temp int)
0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:27 Constant:
0:27 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 x0_in: direct index for structure (temp int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:29 move second child to first child (temp 4-component vector of float)
0:29 Pos_in: direct index for structure (temp 4-component vector of float)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 1 (const int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:29 move second child to first child (temp int)
0:29 x1_in: direct index for structure (temp int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Sequence
0:31 Sequence
0:31 move second child to first child (temp int)
0:31 x0_out: direct index for structure (temp int)
0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:31 Constant:
0:31 0 (const int)
0:31 x0_out: direct index for structure (temp int)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 0 (const int)
0:31 move second child to first child (temp 4-component vector of float)
0:? 'Pos_out' (out 4-component vector of float Position)
0:31 Pos_out: direct index for structure (temp 4-component vector of float)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 1 (const int)
0:31 move second child to first child (temp int)
0:31 x1_out: direct index for structure (temp int)
0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:31 Constant:
0:31 1 (const int)
0:31 x1_out: direct index for structure (temp int)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 2 (const int)
0:31 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:? 'x0_in' (layout(location=0 ) in int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'x1_in' (layout(location=1 ) in int)
0:? 'Pos_out' (out 4-component vector of float Position)
Linked vertex stage:
Shader version: 450
0:? Sequence
0:17 Function Definition: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
0:17 Function Parameters:
0:17 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:17 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:? Sequence
0:18 add (temp 4-component vector of float)
0:18 Pos_in: direct index for structure (temp 4-component vector of float)
0:18 'fn1_in' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:18 Constant:
0:18 1 (const int)
0:18 Pos_out: direct index for structure (temp 4-component vector of float)
0:18 'fn1_out' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:18 Constant:
0:18 1 (const int)
0:22 Function Definition: main(struct-VS_INPUT-i1-vf4-i11; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out})
0:22 Function Parameters:
0:22 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:? Sequence
0:25 move second child to first child (temp int)
0:25 x0_out: direct index for structure (temp int)
0:25 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:25 Constant:
0:25 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:26 move second child to first child (temp 4-component vector of float)
0:26 Pos_out: direct index for structure (temp 4-component vector of float)
0:26 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:26 Constant:
0:26 1 (const int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:27 move second child to first child (temp int)
0:27 x1_out: direct index for structure (temp int)
0:27 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:27 Constant:
0:27 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:29 Function Call: Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11; (temp void)
0:29 Comma (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Sequence
0:29 move second child to first child (temp int)
0:29 x0_in: direct index for structure (temp int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 0 (const int)
0:? 'x0_in' (layout(location=0 ) in int)
0:29 move second child to first child (temp 4-component vector of float)
0:29 Pos_in: direct index for structure (temp 4-component vector of float)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 1 (const int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:29 move second child to first child (temp int)
0:29 x1_in: direct index for structure (temp int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 Constant:
0:29 2 (const int)
0:? 'x1_in' (layout(location=1 ) in int)
0:29 'aggShadow' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:29 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Sequence
0:31 Sequence
0:31 move second child to first child (temp int)
0:31 x0_out: direct index for structure (temp int)
0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:31 Constant:
0:31 0 (const int)
0:31 x0_out: direct index for structure (temp int)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 0 (const int)
0:31 move second child to first child (temp 4-component vector of float)
0:? 'Pos_out' (out 4-component vector of float Position)
0:31 Pos_out: direct index for structure (temp 4-component vector of float)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 1 (const int)
0:31 move second child to first child (temp int)
0:31 x1_out: direct index for structure (temp int)
0:31 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:31 Constant:
0:31 1 (const int)
0:31 x1_out: direct index for structure (temp int)
0:31 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:31 Constant:
0:31 2 (const int)
0:31 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
0:? 'x0_in' (layout(location=0 ) in int)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'x1_in' (layout(location=1 ) in int)
0:? 'Pos_out' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 69
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 28 33 37 56 62
Name 4 "main"
Name 9 "VS_INPUT"
MemberName 9(VS_INPUT) 0 "x0_in"
MemberName 9(VS_INPUT) 1 "Pos_in"
MemberName 9(VS_INPUT) 2 "x1_in"
Name 11 "VS_OUTPUT"
MemberName 11(VS_OUTPUT) 0 "x0_out"
MemberName 11(VS_OUTPUT) 1 "Pos_out"
MemberName 11(VS_OUTPUT) 2 "x1_out"
Name 16 "Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;"
Name 14 "fn1_in"
Name 15 "fn1_out"
Name 25 "vsout"
Name 28 "x0_in"
Name 33 "Pos_in"
Name 37 "x1_in"
Name 40 "VS_INPUT"
MemberName 40(VS_INPUT) 0 "x0_in"
MemberName 40(VS_INPUT) 1 "Pos_in"
MemberName 40(VS_INPUT) 2 "x1_in"
Name 42 "aggShadow"
Name 49 "param"
Name 51 "param"
Name 54 "VS_OUTPUT"
MemberName 54(VS_OUTPUT) 0 "x0_out"
MemberName 54(VS_OUTPUT) 1 "x1_out"
Name 56 "@entryPointOutput"
Name 62 "Pos_out"
Decorate 28(x0_in) Location 0
Decorate 33(Pos_in) BuiltIn Position
Decorate 37(x1_in) Location 1
Decorate 56(@entryPointOutput) Location 0
Decorate 62(Pos_out) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeFloat 32
8: TypeVector 7(float) 4
9(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int)
10: TypePointer Function 9(VS_INPUT)
11(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int)
12: TypePointer Function 11(VS_OUTPUT)
13: TypeFunction 2 10(ptr) 12(ptr)
18: 6(int) Constant 1
19: TypePointer Function 8(fvec4)
26: 6(int) Constant 0
27: TypePointer Input 6(int)
28(x0_in): 27(ptr) Variable Input
30: TypePointer Function 6(int)
32: TypePointer Input 8(fvec4)
33(Pos_in): 32(ptr) Variable Input
36: 6(int) Constant 2
37(x1_in): 27(ptr) Variable Input
40(VS_INPUT): TypeStruct 6(int) 8(fvec4) 6(int)
41: TypePointer Function 40(VS_INPUT)
54(VS_OUTPUT): TypeStruct 6(int) 6(int)
55: TypePointer Output 54(VS_OUTPUT)
56(@entryPointOutput): 55(ptr) Variable Output
59: TypePointer Output 6(int)
61: TypePointer Output 8(fvec4)
62(Pos_out): 61(ptr) Variable Output
4(main): 2 Function None 3
5: Label
25(vsout): 12(ptr) Variable Function
42(aggShadow): 41(ptr) Variable Function
49(param): 41(ptr) Variable Function
51(param): 12(ptr) Variable Function
29: 6(int) Load 28(x0_in)
31: 30(ptr) AccessChain 25(vsout) 26
Store 31 29
34: 8(fvec4) Load 33(Pos_in)
35: 19(ptr) AccessChain 25(vsout) 18
Store 35 34
38: 6(int) Load 37(x1_in)
39: 30(ptr) AccessChain 25(vsout) 36
Store 39 38
43: 6(int) Load 28(x0_in)
44: 30(ptr) AccessChain 42(aggShadow) 26
Store 44 43
45: 8(fvec4) Load 33(Pos_in)
46: 19(ptr) AccessChain 42(aggShadow) 18
Store 46 45
47: 6(int) Load 37(x1_in)
48: 30(ptr) AccessChain 42(aggShadow) 36
Store 48 47
50:40(VS_INPUT) Load 42(aggShadow)
Store 49(param) 50
52:11(VS_OUTPUT) Load 25(vsout)
Store 51(param) 52
53: 2 FunctionCall 16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;) 49(param) 51(param)
57: 30(ptr) AccessChain 25(vsout) 26
58: 6(int) Load 57
60: 59(ptr) AccessChain 56(@entryPointOutput) 26
Store 60 58
63: 19(ptr) AccessChain 25(vsout) 18
64: 8(fvec4) Load 63
Store 62(Pos_out) 64
65: 30(ptr) AccessChain 25(vsout) 36
66: 6(int) Load 65
67: 59(ptr) AccessChain 56(@entryPointOutput) 18
Store 67 66
Return
FunctionEnd
16(Fn1(struct-VS_INPUT-i1-vf4-i11;struct-VS_OUTPUT-i1-vf4-i11;): 2 Function None 13
14(fn1_in): 10(ptr) FunctionParameter
15(fn1_out): 12(ptr) FunctionParameter
17: Label
20: 19(ptr) AccessChain 14(fn1_in) 18
21: 8(fvec4) Load 20
22: 19(ptr) AccessChain 15(fn1_out) 18
23: 8(fvec4) Load 22
24: 8(fvec4) FAdd 21 23
Return
FunctionEnd

View File

@@ -0,0 +1,108 @@
hlsl.struct.split.trivial.vert
Shader version: 450
0:? Sequence
0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos})
0:16 Function Parameters:
0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
0:16 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:19 Pos: direct index for structure (temp 4-component vector of float)
0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:19 'Pos_loose' (in 4-component vector of float Position)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'Pos' (out 4-component vector of float Position)
0:21 Pos: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'Pos' (out 4-component vector of float Position)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'Pos_loose' (in 4-component vector of float Position)
Linked vertex stage:
Shader version: 450
0:? Sequence
0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Pos})
0:16 Function Parameters:
0:16 'vsin' (in structure{temp 4-component vector of float Pos_in})
0:16 'Pos_loose' (in 4-component vector of float Position)
0:? Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:19 Pos: direct index for structure (temp 4-component vector of float)
0:19 'vsout' (temp structure{temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 add (temp 4-component vector of float)
0:? 'Pos_in' (in 4-component vector of float Position)
0:19 'Pos_loose' (in 4-component vector of float Position)
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (temp 4-component vector of float)
0:? 'Pos' (out 4-component vector of float Position)
0:21 Pos: direct index for structure (temp 4-component vector of float)
0:21 'vsout' (temp structure{temp 4-component vector of float Pos})
0:21 Constant:
0:21 0 (const int)
0:21 Branch: Return
0:? Linker Objects
0:? 'Pos' (out 4-component vector of float Position)
0:? 'Pos_in' (in 4-component vector of float Position)
0:? 'Pos_loose' (in 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 26
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 14 16 22
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
Name 10 "vsout"
Name 14 "Pos_in"
Name 16 "Pos_loose"
Name 22 "Pos"
Decorate 14(Pos_in) BuiltIn Position
Decorate 16(Pos_loose) BuiltIn Position
Decorate 22(Pos) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(VS_OUTPUT): TypeStruct 7(fvec4)
9: TypePointer Function 8(VS_OUTPUT)
11: TypeInt 32 1
12: 11(int) Constant 0
13: TypePointer Input 7(fvec4)
14(Pos_in): 13(ptr) Variable Input
16(Pos_loose): 13(ptr) Variable Input
19: TypePointer Function 7(fvec4)
21: TypePointer Output 7(fvec4)
22(Pos): 21(ptr) Variable Output
4(main): 2 Function None 3
5: Label
10(vsout): 9(ptr) Variable Function
15: 7(fvec4) Load 14(Pos_in)
17: 7(fvec4) Load 16(Pos_loose)
18: 7(fvec4) FAdd 15 17
20: 19(ptr) AccessChain 10(vsout) 12
Store 20 18
23: 19(ptr) AccessChain 10(vsout) 12
24: 7(fvec4) Load 23
Store 22(Pos) 24
Return
FunctionEnd

View File

@@ -1,52 +1,82 @@
hlsl.structarray.flatten.geom
ERROR: 0:10: 'vin' : recursive type not yet supported in GS input
ERROR: 1 compilation errors. No code generated.
Shader version: 450
invocations = -1
max_vertices = 4
input primitive = lines
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:10 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-VertexData-vf4-vf4-vf21; (temp void)
0:10 Function Parameters:
0:10 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:10 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? Sequence
0:16 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void)
0:16 Function Parameters:
0:16 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' (out structure{temp 4-component vector of float Position position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:13 color: direct index for structure (temp 4-component vector of float)
0:13 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:13 Constant:
0:13 1 (const int)
0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float)
0:14 move second child to first child (temp 2-component vector of float)
0:14 uv: direct index for structure (temp 2-component vector of float)
0:14 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:14 Constant:
0:14 2 (const int)
0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float)
0:15 move second child to first child (temp 4-component vector of float)
0:15 position: direct index for structure (temp 4-component vector of float)
0:15 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:15 Constant:
0:15 0 (const int)
0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float)
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 EmitVertex (temp void)
0:19 move second child to first child (temp 4-component vector of float)
0:19 color: direct index for structure (temp 4-component vector of float)
0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 Constant:
0:19 1 (const int)
0:19 color: direct index for structure (temp 4-component vector of float)
0:19 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 1 (const int)
0:20 move second child to first child (temp 2-component vector of float)
0:20 uv: direct index for structure (temp 2-component vector of float)
0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 Constant:
0:20 2 (const int)
0:20 uv: direct index for structure (temp 2-component vector of float)
0:20 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 2 (const int)
0:21 move second child to first child (temp 4-component vector of float)
0:21 position: direct index for structure (temp 4-component vector of float)
0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 Constant:
0:21 0 (const int)
0:21 position: direct index for structure (temp 4-component vector of float)
0:21 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 0 (const int)
0:22 Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:? 'position' (out 4-component vector of float Position)
0:22 position: direct index for structure (temp 4-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child (temp 4-component vector of float)
0:22 color: direct index for structure (temp 4-component vector of float)
0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 color: direct index for structure (temp 4-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 move second child to first child (temp 2-component vector of float)
0:22 uv: direct index for structure (temp 2-component vector of float)
0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 uv: direct index for structure (temp 2-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 2 (const int)
0:22 EmitVertex (temp void)
0:? Linker Objects
0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float)
0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float)
0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float)
0:? 'vin[1].position' (layout(location=3 ) in 4-component vector of float)
0:? 'vin[1].color' (layout(location=4 ) in 4-component vector of float)
0:? 'vin[1].uv' (layout(location=5 ) in 2-component vector of float)
0:? 'position' (layout(location=0 ) out 4-component vector of float)
0:? 'color' (layout(location=1 ) out 4-component vector of float)
0:? 'uv' (layout(location=2 ) out 2-component vector of float)
0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'position' (out 4-component vector of float Position)
Linked geometry stage:
@@ -57,44 +87,164 @@ invocations = 1
max_vertices = 4
input primitive = lines
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:10 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-VertexData-vf4-vf4-vf21; (temp void)
0:10 Function Parameters:
0:10 'vin' (in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:10 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? Sequence
0:16 Function Definition: main(struct-VertexData-vf4-vf4-vf21[2];struct-PS_IN-vf4-vf4-vf21; (temp void)
0:16 Function Parameters:
0:16 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' (out structure{temp 4-component vector of float Position position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:13 color: direct index for structure (temp 4-component vector of float)
0:13 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:13 Constant:
0:13 1 (const int)
0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float)
0:14 move second child to first child (temp 2-component vector of float)
0:14 uv: direct index for structure (temp 2-component vector of float)
0:14 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:14 Constant:
0:14 2 (const int)
0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float)
0:15 move second child to first child (temp 4-component vector of float)
0:15 position: direct index for structure (temp 4-component vector of float)
0:15 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:15 Constant:
0:15 0 (const int)
0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float)
0:16 Sequence
0:16 move second child to first child (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'outStream' (out structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:16 EmitVertex (temp void)
0:19 move second child to first child (temp 4-component vector of float)
0:19 color: direct index for structure (temp 4-component vector of float)
0:19 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 Constant:
0:19 1 (const int)
0:19 color: direct index for structure (temp 4-component vector of float)
0:19 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 1 (const int)
0:20 move second child to first child (temp 2-component vector of float)
0:20 uv: direct index for structure (temp 2-component vector of float)
0:20 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 Constant:
0:20 2 (const int)
0:20 uv: direct index for structure (temp 2-component vector of float)
0:20 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 2 (const int)
0:21 move second child to first child (temp 4-component vector of float)
0:21 position: direct index for structure (temp 4-component vector of float)
0:21 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 Constant:
0:21 0 (const int)
0:21 position: direct index for structure (temp 4-component vector of float)
0:21 direct index (layout(location=0 ) temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 0 (const int)
0:22 Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:? 'position' (out 4-component vector of float Position)
0:22 position: direct index for structure (temp 4-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 move second child to first child (temp 4-component vector of float)
0:22 color: direct index for structure (temp 4-component vector of float)
0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 0 (const int)
0:22 color: direct index for structure (temp 4-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 move second child to first child (temp 2-component vector of float)
0:22 uv: direct index for structure (temp 2-component vector of float)
0:22 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 1 (const int)
0:22 uv: direct index for structure (temp 2-component vector of float)
0:22 'vout' (temp structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:22 Constant:
0:22 2 (const int)
0:22 EmitVertex (temp void)
0:? Linker Objects
0:? 'vin[0].position' (layout(location=0 ) in 4-component vector of float)
0:? 'vin[0].color' (layout(location=1 ) in 4-component vector of float)
0:? 'vin[0].uv' (layout(location=2 ) in 2-component vector of float)
0:? 'vin[1].position' (layout(location=3 ) in 4-component vector of float)
0:? 'vin[1].color' (layout(location=4 ) in 4-component vector of float)
0:? 'vin[1].uv' (layout(location=5 ) in 2-component vector of float)
0:? 'position' (layout(location=0 ) out 4-component vector of float)
0:? 'color' (layout(location=1 ) out 4-component vector of float)
0:? 'uv' (layout(location=2 ) out 2-component vector of float)
0:? 'vin' (layout(location=0 ) in 2-element array of structure{temp 4-component vector of float position, temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'outStream' (layout(location=0 ) out structure{temp 4-component vector of float color, temp 2-component vector of float uv})
0:? 'position' (out 4-component vector of float Position)
SPIR-V is not generated for failed compile or link
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 49
Capability Geometry
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Geometry 4 "main" 19 36 41
ExecutionMode 4 InputLines
ExecutionMode 4 Invocations 1
ExecutionMode 4 OutputTriangleStrip
ExecutionMode 4 OutputVertices 4
Name 4 "main"
Name 9 "PS_IN"
MemberName 9(PS_IN) 0 "position"
MemberName 9(PS_IN) 1 "color"
MemberName 9(PS_IN) 2 "uv"
Name 11 "vout"
Name 14 "VertexData"
MemberName 14(VertexData) 0 "position"
MemberName 14(VertexData) 1 "color"
MemberName 14(VertexData) 2 "uv"
Name 19 "vin"
Name 36 "position"
Name 39 "PS_IN"
MemberName 39(PS_IN) 0 "color"
MemberName 39(PS_IN) 1 "uv"
Name 41 "outStream"
Decorate 19(vin) Location 0
Decorate 36(position) BuiltIn Position
Decorate 41(outStream) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeVector 6(float) 2
9(PS_IN): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2)
10: TypePointer Function 9(PS_IN)
12: TypeInt 32 1
13: 12(int) Constant 1
14(VertexData): TypeStruct 7(fvec4) 7(fvec4) 8(fvec2)
15: TypeInt 32 0
16: 15(int) Constant 2
17: TypeArray 14(VertexData) 16
18: TypePointer Input 17
19(vin): 18(ptr) Variable Input
20: TypePointer Input 7(fvec4)
23: TypePointer Function 7(fvec4)
25: 12(int) Constant 2
26: TypePointer Input 8(fvec2)
29: TypePointer Function 8(fvec2)
31: 12(int) Constant 0
35: TypePointer Output 7(fvec4)
36(position): 35(ptr) Variable Output
39(PS_IN): TypeStruct 7(fvec4) 8(fvec2)
40: TypePointer Output 39(PS_IN)
41(outStream): 40(ptr) Variable Output
47: TypePointer Output 8(fvec2)
4(main): 2 Function None 3
5: Label
11(vout): 10(ptr) Variable Function
21: 20(ptr) AccessChain 19(vin) 13 13
22: 7(fvec4) Load 21
24: 23(ptr) AccessChain 11(vout) 13
Store 24 22
27: 26(ptr) AccessChain 19(vin) 13 25
28: 8(fvec2) Load 27
30: 29(ptr) AccessChain 11(vout) 25
Store 30 28
32: 20(ptr) AccessChain 19(vin) 13 31
33: 7(fvec4) Load 32
34: 23(ptr) AccessChain 11(vout) 31
Store 34 33
37: 23(ptr) AccessChain 11(vout) 31
38: 7(fvec4) Load 37
Store 36(position) 38
42: 23(ptr) AccessChain 11(vout) 13
43: 7(fvec4) Load 42
44: 35(ptr) AccessChain 41(outStream) 31
Store 44 43
45: 29(ptr) AccessChain 11(vout) 25
46: 8(fvec2) Load 45
48: 47(ptr) AccessChain 41(outStream) 13
Store 48 46
EmitVertex
Return
FunctionEnd

View File

@@ -29,7 +29,13 @@ Shader version: 450
0:13 Sequence
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
@@ -38,7 +44,13 @@ Shader version: 450
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
@@ -47,31 +59,32 @@ Shader version: 450
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 2-component vector of uint)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 Branch: Return
0:? Linker Objects
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:? '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'b' (layout(location=4 ) in 4-component vector of float)
0:? 'b' (layout(location=4 ) smooth in 4-component vector of float)
0:? 'e' (layout(location=5 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
@@ -109,7 +122,13 @@ Shader version: 450
0:13 Sequence
0:13 Sequence
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
@@ -118,7 +137,13 @@ Shader version: 450
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 direct index (temp 4-component vector of float)
0:13 m: direct index for structure (temp 2-element array of 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
@@ -127,42 +152,43 @@ Shader version: 450
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 2-component vector of uint)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 coord: direct index for structure (temp 2-component vector of uint)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 1 (const int)
0:13 move second child to first child (temp 4-component vector of float)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 b: direct index for structure (temp 4-component vector of float)
0:13 'local' (temp structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:13 Constant:
0:13 2 (const int)
0:13 Branch: Return
0:? Linker Objects
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'coord' (layout(location=2 ) out 2-component vector of uint)
0:? 'b' (layout(location=3 ) smooth out 4-component vector of float)
0:? '@entryPointOutput' (out structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, smooth temp 4-component vector of float b})
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'b' (layout(location=4 ) in 4-component vector of float)
0:? 'b' (layout(location=4 ) smooth in 4-component vector of float)
0:? 'e' (layout(location=5 ) in 4-component vector of float)
0:? 'm[0]' (layout(location=0 ) out 4-component vector of float)
0:? 'm[1]' (layout(location=1 ) out 4-component vector of float)
0:? 'm[0]' (layout(location=1 ) in 4-component vector of float)
0:? 'm[1]' (layout(location=2 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 59
// Id's are bound by 62
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 18 20 24 32 35 41 45 50 54 58
EntryPoint Vertex 4 "main" 18 20 24 32 35 42 61
Name 4 "main"
Name 12 "VI"
MemberName 12(VI) 0 "m"
@@ -174,21 +200,19 @@ Shader version: 450
Name 24 "coord"
Name 32 "d"
Name 35 "e"
Name 41 "m[0]"
Name 45 "m[1]"
Name 50 "coord"
Name 54 "b"
Name 58 "b"
Name 40 "VI"
MemberName 40(VI) 0 "m"
MemberName 40(VI) 1 "coord"
MemberName 40(VI) 2 "b"
Name 42 "@entryPointOutput"
Name 61 "b"
Decorate 18(m[1]) Location 2
Decorate 20(m[0]) Location 1
Decorate 24(coord) Location 3
Decorate 32(d) Location 0
Decorate 35(e) Location 5
Decorate 41(m[0]) Location 0
Decorate 45(m[1]) Location 1
Decorate 50(coord) Location 2
Decorate 54(b) Location 3
Decorate 58(b) Location 4
Decorate 42(@entryPointOutput) BuiltIn Position
Decorate 61(b) Location 4
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -211,16 +235,15 @@ Shader version: 450
32(d): 17(ptr) Variable Input
35(e): 17(ptr) Variable Input
38: TypePointer Function 7(fvec4)
40: TypePointer Output 7(fvec4)
41(m[0]): 40(ptr) Variable Output
42: 15(int) Constant 0
45(m[1]): 40(ptr) Variable Output
46: 15(int) Constant 1
49: TypePointer Output 11(ivec2)
50(coord): 49(ptr) Variable Output
51: TypePointer Function 11(ivec2)
54(b): 40(ptr) Variable Output
58(b): 17(ptr) Variable Input
40(VI): TypeStruct 10 11(ivec2) 7(fvec4)
41: TypePointer Output 40(VI)
42(@entryPointOutput): 41(ptr) Variable Output
43: 15(int) Constant 0
46: TypePointer Output 7(fvec4)
48: 15(int) Constant 1
52: TypePointer Function 11(ivec2)
55: TypePointer Output 11(ivec2)
61(b): 17(ptr) Variable Input
4(main): 2 Function None 3
5: Label
14(local): 13(ptr) Variable Function
@@ -238,17 +261,21 @@ Shader version: 450
37: 7(fvec4) FAdd 34 36
39: 38(ptr) AccessChain 14(local) 16
Store 39 37
43: 38(ptr) AccessChain 14(local) 42 42
44: 7(fvec4) Load 43
Store 41(m[0]) 44
47: 38(ptr) AccessChain 14(local) 42 46
48: 7(fvec4) Load 47
Store 45(m[1]) 48
52: 51(ptr) AccessChain 14(local) 46
53: 11(ivec2) Load 52
Store 50(coord) 53
55: 38(ptr) AccessChain 14(local) 16
56: 7(fvec4) Load 55
Store 54(b) 56
44: 38(ptr) AccessChain 14(local) 43 43
45: 7(fvec4) Load 44
47: 46(ptr) AccessChain 42(@entryPointOutput) 43 43
Store 47 45
49: 38(ptr) AccessChain 14(local) 43 48
50: 7(fvec4) Load 49
51: 46(ptr) AccessChain 42(@entryPointOutput) 43 48
Store 51 50
53: 52(ptr) AccessChain 14(local) 48
54: 11(ivec2) Load 53
56: 55(ptr) AccessChain 42(@entryPointOutput) 48
Store 56 54
57: 38(ptr) AccessChain 14(local) 16
58: 7(fvec4) Load 57
59: 46(ptr) AccessChain 42(@entryPointOutput) 16
Store 59 58
Return
FunctionEnd