HLSL: phase 1: add RWTexture and RWBuffer
There's a lot to do for RWTexture and RWBuffer, so it will be broken up into several PRs. This is #1. This adds RWTexture and RWBuffer support, with the following limitations: * Only 4 component formats supported * No operator[] yet Those will be added in other PRs. This PR supports declarations and the Load & GetDimensions methods. New tests are added.
This commit is contained in:
1082
Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out
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1082
Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out
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Load Diff
200
Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out
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200
Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out
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hlsl.load.rwbuffer.dx10.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (global 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (global 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (global 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:31 Color: direct index for structure (temp 4-component vector of float)
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:31 Constant:
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0:31 0 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (global 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (global 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (global 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:31 Color: direct index for structure (temp 4-component vector of float)
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:31 Constant:
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0:31 0 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 52
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Capability Shader
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Capability SampledBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 48
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tBuffF"
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Name 15 "$Global"
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MemberName 15($Global) 0 "c1"
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MemberName 15($Global) 1 "c2"
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MemberName 15($Global) 2 "c3"
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MemberName 15($Global) 3 "c4"
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MemberName 15($Global) 4 "o1"
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MemberName 15($Global) 5 "o2"
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MemberName 15($Global) 6 "o3"
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MemberName 15($Global) 7 "o4"
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Name 17 ""
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Name 27 "g_tBuffU"
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Name 35 "g_tBuffI"
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Name 40 "PS_OUTPUT"
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MemberName 40(PS_OUTPUT) 0 "Color"
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Name 42 "psout"
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Name 48 "Color"
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Decorate 9(g_tBuffF) DescriptorSet 0
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MemberDecorate 15($Global) 0 Offset 0
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MemberDecorate 15($Global) 1 Offset 8
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MemberDecorate 15($Global) 2 Offset 16
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MemberDecorate 15($Global) 3 Offset 32
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MemberDecorate 15($Global) 4 Offset 48
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MemberDecorate 15($Global) 5 Offset 56
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MemberDecorate 15($Global) 6 Offset 64
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MemberDecorate 15($Global) 7 Offset 80
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Decorate 15($Global) Block
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Decorate 17 DescriptorSet 0
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Decorate 27(g_tBuffU) DescriptorSet 0
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Decorate 35(g_tBuffI) DescriptorSet 0
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Decorate 48(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeImage 6(float) Buffer nonsampled format:Rgba32f
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8: TypePointer UniformConstant 7
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9(g_tBuffF): 8(ptr) Variable UniformConstant
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11: TypeInt 32 1
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12: TypeVector 11(int) 2
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13: TypeVector 11(int) 3
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14: TypeVector 11(int) 4
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15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
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16: TypePointer Uniform 15($Global)
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17: 16(ptr) Variable Uniform
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18: 11(int) Constant 0
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19: TypePointer Uniform 11(int)
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22: TypeVector 6(float) 4
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24: TypeInt 32 0
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25: TypeImage 24(int) Buffer nonsampled format:Rgba32ui
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26: TypePointer UniformConstant 25
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27(g_tBuffU): 26(ptr) Variable UniformConstant
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31: TypeVector 24(int) 4
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33: TypeImage 11(int) Buffer nonsampled format:Rgba32i
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34: TypePointer UniformConstant 33
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35(g_tBuffI): 34(ptr) Variable UniformConstant
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40(PS_OUTPUT): TypeStruct 22(fvec4)
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41: TypePointer Function 40(PS_OUTPUT)
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43: 6(float) Constant 1065353216
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44: 22(fvec4) ConstantComposite 43 43 43 43
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45: TypePointer Function 22(fvec4)
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47: TypePointer Output 22(fvec4)
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48(Color): 47(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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42(psout): 41(ptr) Variable Function
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10: 7 Load 9(g_tBuffF)
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20: 19(ptr) AccessChain 17 18
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21: 11(int) Load 20
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23: 22(fvec4) ImageRead 10 21
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28: 25 Load 27(g_tBuffU)
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29: 19(ptr) AccessChain 17 18
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30: 11(int) Load 29
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32: 31(ivec4) ImageRead 28 30
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36: 33 Load 35(g_tBuffI)
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37: 19(ptr) AccessChain 17 18
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38: 11(int) Load 37
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39: 14(ivec4) ImageRead 36 38
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46: 45(ptr) AccessChain 42(psout) 18
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Store 46 44
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49: 45(ptr) AccessChain 42(psout) 18
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50: 22(fvec4) Load 49
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Store 48(Color) 50
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Return
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FunctionEnd
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383
Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out
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383
Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out
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@@ -0,0 +1,383 @@
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hlsl.load.rwtexture.array.dx10.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 Function Parameters:
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0:? Sequence
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0:44 imageLoad (global 4-component vector of float)
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0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
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0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:44 Constant:
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0:44 1 (const uint)
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0:45 imageLoad (global 4-component vector of int)
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0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
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0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:45 Constant:
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0:45 1 (const uint)
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0:46 imageLoad (global 4-component vector of uint)
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0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
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0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:46 Constant:
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0:46 1 (const uint)
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0:49 imageLoad (global 4-component vector of float)
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0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
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0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:49 Constant:
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0:49 2 (const uint)
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0:50 imageLoad (global 4-component vector of int)
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0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
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0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:50 Constant:
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0:50 2 (const uint)
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0:51 imageLoad (global 4-component vector of uint)
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0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
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0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:51 Constant:
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0:51 2 (const uint)
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0:53 move second child to first child (temp 4-component vector of float)
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0:53 Color: direct index for structure (temp 4-component vector of float)
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0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:53 Constant:
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0:53 0 (const int)
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0:53 Constant:
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0:53 1.000000
|
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0:53 1.000000
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||||
0:53 1.000000
|
||||
0:53 1.000000
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0:54 move second child to first child (temp float)
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0:54 Depth: direct index for structure (temp float)
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||||
0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:54 Constant:
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0:54 1 (const int)
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0:54 Constant:
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0:54 1.000000
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0:56 Sequence
|
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0:56 Sequence
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0:56 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:56 Color: direct index for structure (temp 4-component vector of float)
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0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:56 Constant:
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0:56 0 (const int)
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0:56 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:56 Depth: direct index for structure (temp float)
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0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:56 Constant:
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0:56 1 (const int)
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0:56 Branch: Return
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0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
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||||
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
|
||||
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Parameters:
|
||||
0:? Sequence
|
||||
0:44 imageLoad (global 4-component vector of float)
|
||||
0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:44 Constant:
|
||||
0:44 1 (const uint)
|
||||
0:45 imageLoad (global 4-component vector of int)
|
||||
0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:45 Constant:
|
||||
0:45 1 (const uint)
|
||||
0:46 imageLoad (global 4-component vector of uint)
|
||||
0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:46 Constant:
|
||||
0:46 1 (const uint)
|
||||
0:49 imageLoad (global 4-component vector of float)
|
||||
0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:49 Constant:
|
||||
0:49 2 (const uint)
|
||||
0:50 imageLoad (global 4-component vector of int)
|
||||
0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:50 Constant:
|
||||
0:50 2 (const uint)
|
||||
0:51 imageLoad (global 4-component vector of uint)
|
||||
0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:51 Constant:
|
||||
0:51 2 (const uint)
|
||||
0:53 move second child to first child (temp 4-component vector of float)
|
||||
0:53 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:53 Constant:
|
||||
0:53 0 (const int)
|
||||
0:53 Constant:
|
||||
0:53 1.000000
|
||||
0:53 1.000000
|
||||
0:53 1.000000
|
||||
0:53 1.000000
|
||||
0:54 move second child to first child (temp float)
|
||||
0:54 Depth: direct index for structure (temp float)
|
||||
0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:54 Constant:
|
||||
0:54 1 (const int)
|
||||
0:54 Constant:
|
||||
0:54 1.000000
|
||||
0:56 Sequence
|
||||
0:56 Sequence
|
||||
0:56 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:56 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:56 Constant:
|
||||
0:56 0 (const int)
|
||||
0:56 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:56 Depth: direct index for structure (temp float)
|
||||
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:56 Constant:
|
||||
0:56 1 (const int)
|
||||
0:56 Branch: Return
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
// Id's are bound by 112
|
||||
|
||||
Capability Shader
|
||||
Capability Sampled1D
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Fragment 4 "main" 74 78
|
||||
ExecutionMode 4 OriginUpperLeft
|
||||
Name 4 "main"
|
||||
Name 9 "g_tTex1df4a"
|
||||
Name 15 "$Global"
|
||||
MemberName 15($Global) 0 "c1"
|
||||
MemberName 15($Global) 1 "c2"
|
||||
MemberName 15($Global) 2 "c3"
|
||||
MemberName 15($Global) 3 "c4"
|
||||
MemberName 15($Global) 4 "o1"
|
||||
MemberName 15($Global) 5 "o2"
|
||||
MemberName 15($Global) 6 "o3"
|
||||
MemberName 15($Global) 7 "o4"
|
||||
Name 17 ""
|
||||
Name 26 "g_tTex1di4a"
|
||||
Name 34 "g_tTex1du4a"
|
||||
Name 42 "g_tTex2df4a"
|
||||
Name 51 "g_tTex2di4a"
|
||||
Name 58 "g_tTex2du4a"
|
||||
Name 63 "PS_OUTPUT"
|
||||
MemberName 63(PS_OUTPUT) 0 "Color"
|
||||
MemberName 63(PS_OUTPUT) 1 "Depth"
|
||||
Name 65 "psout"
|
||||
Name 74 "Color"
|
||||
Name 78 "Depth"
|
||||
Name 84 "g_sSamp"
|
||||
Name 87 "g_tTex1df4"
|
||||
Name 90 "g_tTex1di4"
|
||||
Name 93 "g_tTex1du4"
|
||||
Name 96 "g_tTex2df4"
|
||||
Name 99 "g_tTex2di4"
|
||||
Name 102 "g_tTex2du4"
|
||||
Name 105 "g_tTex3df4"
|
||||
Name 108 "g_tTex3di4"
|
||||
Name 111 "g_tTex3du4"
|
||||
Decorate 9(g_tTex1df4a) DescriptorSet 0
|
||||
MemberDecorate 15($Global) 0 Offset 0
|
||||
MemberDecorate 15($Global) 1 Offset 8
|
||||
MemberDecorate 15($Global) 2 Offset 16
|
||||
MemberDecorate 15($Global) 3 Offset 32
|
||||
MemberDecorate 15($Global) 4 Offset 48
|
||||
MemberDecorate 15($Global) 5 Offset 56
|
||||
MemberDecorate 15($Global) 6 Offset 64
|
||||
MemberDecorate 15($Global) 7 Offset 80
|
||||
Decorate 15($Global) Block
|
||||
Decorate 17 DescriptorSet 0
|
||||
Decorate 26(g_tTex1di4a) DescriptorSet 0
|
||||
Decorate 34(g_tTex1du4a) DescriptorSet 0
|
||||
Decorate 42(g_tTex2df4a) DescriptorSet 0
|
||||
Decorate 51(g_tTex2di4a) DescriptorSet 0
|
||||
Decorate 58(g_tTex2du4a) DescriptorSet 0
|
||||
Decorate 74(Color) Location 0
|
||||
Decorate 78(Depth) BuiltIn FragDepth
|
||||
Decorate 84(g_sSamp) DescriptorSet 0
|
||||
Decorate 84(g_sSamp) Binding 0
|
||||
Decorate 87(g_tTex1df4) DescriptorSet 0
|
||||
Decorate 87(g_tTex1df4) Binding 0
|
||||
Decorate 90(g_tTex1di4) DescriptorSet 0
|
||||
Decorate 93(g_tTex1du4) DescriptorSet 0
|
||||
Decorate 96(g_tTex2df4) DescriptorSet 0
|
||||
Decorate 99(g_tTex2di4) DescriptorSet 0
|
||||
Decorate 102(g_tTex2du4) DescriptorSet 0
|
||||
Decorate 105(g_tTex3df4) DescriptorSet 0
|
||||
Decorate 108(g_tTex3di4) DescriptorSet 0
|
||||
Decorate 111(g_tTex3du4) DescriptorSet 0
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeImage 6(float) 1D array nonsampled format:Rgba32f
|
||||
8: TypePointer UniformConstant 7
|
||||
9(g_tTex1df4a): 8(ptr) Variable UniformConstant
|
||||
11: TypeInt 32 1
|
||||
12: TypeVector 11(int) 2
|
||||
13: TypeVector 11(int) 3
|
||||
14: TypeVector 11(int) 4
|
||||
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
|
||||
16: TypePointer Uniform 15($Global)
|
||||
17: 16(ptr) Variable Uniform
|
||||
18: 11(int) Constant 1
|
||||
19: TypePointer Uniform 12(ivec2)
|
||||
22: TypeVector 6(float) 4
|
||||
24: TypeImage 11(int) 1D array nonsampled format:Rgba32i
|
||||
25: TypePointer UniformConstant 24
|
||||
26(g_tTex1di4a): 25(ptr) Variable UniformConstant
|
||||
31: TypeInt 32 0
|
||||
32: TypeImage 31(int) 1D array nonsampled format:Rgba32ui
|
||||
33: TypePointer UniformConstant 32
|
||||
34(g_tTex1du4a): 33(ptr) Variable UniformConstant
|
||||
38: TypeVector 31(int) 4
|
||||
40: TypeImage 6(float) 2D array nonsampled format:Rgba32f
|
||||
41: TypePointer UniformConstant 40
|
||||
42(g_tTex2df4a): 41(ptr) Variable UniformConstant
|
||||
44: 11(int) Constant 2
|
||||
45: TypePointer Uniform 13(ivec3)
|
||||
49: TypeImage 11(int) 2D array nonsampled format:Rgba32i
|
||||
50: TypePointer UniformConstant 49
|
||||
51(g_tTex2di4a): 50(ptr) Variable UniformConstant
|
||||
56: TypeImage 31(int) 2D array nonsampled format:Rgba32ui
|
||||
57: TypePointer UniformConstant 56
|
||||
58(g_tTex2du4a): 57(ptr) Variable UniformConstant
|
||||
63(PS_OUTPUT): TypeStruct 22(fvec4) 6(float)
|
||||
64: TypePointer Function 63(PS_OUTPUT)
|
||||
66: 11(int) Constant 0
|
||||
67: 6(float) Constant 1065353216
|
||||
68: 22(fvec4) ConstantComposite 67 67 67 67
|
||||
69: TypePointer Function 22(fvec4)
|
||||
71: TypePointer Function 6(float)
|
||||
73: TypePointer Output 22(fvec4)
|
||||
74(Color): 73(ptr) Variable Output
|
||||
77: TypePointer Output 6(float)
|
||||
78(Depth): 77(ptr) Variable Output
|
||||
82: TypeSampler
|
||||
83: TypePointer UniformConstant 82
|
||||
84(g_sSamp): 83(ptr) Variable UniformConstant
|
||||
85: TypeImage 6(float) 1D nonsampled format:Rgba32f
|
||||
86: TypePointer UniformConstant 85
|
||||
87(g_tTex1df4): 86(ptr) Variable UniformConstant
|
||||
88: TypeImage 11(int) 1D nonsampled format:Rgba32i
|
||||
89: TypePointer UniformConstant 88
|
||||
90(g_tTex1di4): 89(ptr) Variable UniformConstant
|
||||
91: TypeImage 31(int) 1D nonsampled format:Rgba32ui
|
||||
92: TypePointer UniformConstant 91
|
||||
93(g_tTex1du4): 92(ptr) Variable UniformConstant
|
||||
94: TypeImage 6(float) 2D nonsampled format:Rgba32f
|
||||
95: TypePointer UniformConstant 94
|
||||
96(g_tTex2df4): 95(ptr) Variable UniformConstant
|
||||
97: TypeImage 11(int) 2D nonsampled format:Rgba32i
|
||||
98: TypePointer UniformConstant 97
|
||||
99(g_tTex2di4): 98(ptr) Variable UniformConstant
|
||||
100: TypeImage 31(int) 2D nonsampled format:Rgba32ui
|
||||
101: TypePointer UniformConstant 100
|
||||
102(g_tTex2du4): 101(ptr) Variable UniformConstant
|
||||
103: TypeImage 6(float) 3D nonsampled format:Rgba32f
|
||||
104: TypePointer UniformConstant 103
|
||||
105(g_tTex3df4): 104(ptr) Variable UniformConstant
|
||||
106: TypeImage 11(int) 3D nonsampled format:Rgba32i
|
||||
107: TypePointer UniformConstant 106
|
||||
108(g_tTex3di4): 107(ptr) Variable UniformConstant
|
||||
109: TypeImage 31(int) 3D nonsampled format:Rgba32ui
|
||||
110: TypePointer UniformConstant 109
|
||||
111(g_tTex3du4): 110(ptr) Variable UniformConstant
|
||||
4(main): 2 Function None 3
|
||||
5: Label
|
||||
65(psout): 64(ptr) Variable Function
|
||||
10: 7 Load 9(g_tTex1df4a)
|
||||
20: 19(ptr) AccessChain 17 18
|
||||
21: 12(ivec2) Load 20
|
||||
23: 22(fvec4) ImageRead 10 21
|
||||
27: 24 Load 26(g_tTex1di4a)
|
||||
28: 19(ptr) AccessChain 17 18
|
||||
29: 12(ivec2) Load 28
|
||||
30: 14(ivec4) ImageRead 27 29
|
||||
35: 32 Load 34(g_tTex1du4a)
|
||||
36: 19(ptr) AccessChain 17 18
|
||||
37: 12(ivec2) Load 36
|
||||
39: 38(ivec4) ImageRead 35 37
|
||||
43: 40 Load 42(g_tTex2df4a)
|
||||
46: 45(ptr) AccessChain 17 44
|
||||
47: 13(ivec3) Load 46
|
||||
48: 22(fvec4) ImageRead 43 47
|
||||
52: 49 Load 51(g_tTex2di4a)
|
||||
53: 45(ptr) AccessChain 17 44
|
||||
54: 13(ivec3) Load 53
|
||||
55: 14(ivec4) ImageRead 52 54
|
||||
59: 56 Load 58(g_tTex2du4a)
|
||||
60: 45(ptr) AccessChain 17 44
|
||||
61: 13(ivec3) Load 60
|
||||
62: 38(ivec4) ImageRead 59 61
|
||||
70: 69(ptr) AccessChain 65(psout) 66
|
||||
Store 70 68
|
||||
72: 71(ptr) AccessChain 65(psout) 18
|
||||
Store 72 67
|
||||
75: 69(ptr) AccessChain 65(psout) 66
|
||||
76: 22(fvec4) Load 75
|
||||
Store 74(Color) 76
|
||||
79: 71(ptr) AccessChain 65(psout) 18
|
||||
80: 6(float) Load 79
|
||||
Store 78(Depth) 80
|
||||
Return
|
||||
FunctionEnd
|
||||
432
Test/baseResults/hlsl.load.rwtexture.dx10.frag.out
Normal file
432
Test/baseResults/hlsl.load.rwtexture.dx10.frag.out
Normal file
@@ -0,0 +1,432 @@
|
||||
hlsl.load.rwtexture.dx10.frag
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Parameters:
|
||||
0:? Sequence
|
||||
0:44 imageLoad (global 4-component vector of float)
|
||||
0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:44 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:44 Constant:
|
||||
0:44 0 (const uint)
|
||||
0:45 imageLoad (global 4-component vector of int)
|
||||
0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:45 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:45 Constant:
|
||||
0:45 0 (const uint)
|
||||
0:46 imageLoad (global 4-component vector of uint)
|
||||
0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:46 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:46 Constant:
|
||||
0:46 0 (const uint)
|
||||
0:49 imageLoad (global 4-component vector of float)
|
||||
0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:49 Constant:
|
||||
0:49 1 (const uint)
|
||||
0:50 imageLoad (global 4-component vector of int)
|
||||
0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:50 Constant:
|
||||
0:50 1 (const uint)
|
||||
0:51 imageLoad (global 4-component vector of uint)
|
||||
0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:51 Constant:
|
||||
0:51 1 (const uint)
|
||||
0:54 imageLoad (global 4-component vector of float)
|
||||
0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:54 Constant:
|
||||
0:54 2 (const uint)
|
||||
0:55 imageLoad (global 4-component vector of int)
|
||||
0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:55 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:55 Constant:
|
||||
0:55 2 (const uint)
|
||||
0:56 imageLoad (global 4-component vector of uint)
|
||||
0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:56 Constant:
|
||||
0:56 2 (const uint)
|
||||
0:58 move second child to first child (temp 4-component vector of float)
|
||||
0:58 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:58 Constant:
|
||||
0:58 0 (const int)
|
||||
0:58 Constant:
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:59 move second child to first child (temp float)
|
||||
0:59 Depth: direct index for structure (temp float)
|
||||
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:59 Constant:
|
||||
0:59 1 (const int)
|
||||
0:59 Constant:
|
||||
0:59 1.000000
|
||||
0:61 Sequence
|
||||
0:61 Sequence
|
||||
0:61 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:61 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:61 Constant:
|
||||
0:61 0 (const int)
|
||||
0:61 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:61 Depth: direct index for structure (temp float)
|
||||
0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:61 Constant:
|
||||
0:61 1 (const int)
|
||||
0:61 Branch: Return
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
|
||||
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Parameters:
|
||||
0:? Sequence
|
||||
0:44 imageLoad (global 4-component vector of float)
|
||||
0:44 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:44 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:44 Constant:
|
||||
0:44 0 (const uint)
|
||||
0:45 imageLoad (global 4-component vector of int)
|
||||
0:45 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:45 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:45 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:45 Constant:
|
||||
0:45 0 (const uint)
|
||||
0:46 imageLoad (global 4-component vector of uint)
|
||||
0:46 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:46 c1: direct index for structure (layout(offset=0 ) uniform int)
|
||||
0:46 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:46 Constant:
|
||||
0:46 0 (const uint)
|
||||
0:49 imageLoad (global 4-component vector of float)
|
||||
0:49 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:49 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:49 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:49 Constant:
|
||||
0:49 1 (const uint)
|
||||
0:50 imageLoad (global 4-component vector of int)
|
||||
0:50 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:50 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:50 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:50 Constant:
|
||||
0:50 1 (const uint)
|
||||
0:51 imageLoad (global 4-component vector of uint)
|
||||
0:51 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
|
||||
0:51 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:51 Constant:
|
||||
0:51 1 (const uint)
|
||||
0:54 imageLoad (global 4-component vector of float)
|
||||
0:54 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:54 Constant:
|
||||
0:54 2 (const uint)
|
||||
0:55 imageLoad (global 4-component vector of int)
|
||||
0:55 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:55 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:55 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:55 Constant:
|
||||
0:55 2 (const uint)
|
||||
0:56 imageLoad (global 4-component vector of uint)
|
||||
0:56 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:56 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
0:56 Constant:
|
||||
0:56 2 (const uint)
|
||||
0:58 move second child to first child (temp 4-component vector of float)
|
||||
0:58 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:58 Constant:
|
||||
0:58 0 (const int)
|
||||
0:58 Constant:
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:58 1.000000
|
||||
0:59 move second child to first child (temp float)
|
||||
0:59 Depth: direct index for structure (temp float)
|
||||
0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:59 Constant:
|
||||
0:59 1 (const int)
|
||||
0:59 Constant:
|
||||
0:59 1.000000
|
||||
0:61 Sequence
|
||||
0:61 Sequence
|
||||
0:61 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:61 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:61 Constant:
|
||||
0:61 0 (const int)
|
||||
0:61 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:61 Depth: direct index for structure (temp float)
|
||||
0:61 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:61 Constant:
|
||||
0:61 1 (const int)
|
||||
0:61 Branch: Return
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
// Id's are bound by 125
|
||||
|
||||
Capability Shader
|
||||
Capability Sampled1D
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Fragment 4 "main" 96 100
|
||||
ExecutionMode 4 OriginUpperLeft
|
||||
Name 4 "main"
|
||||
Name 9 "g_tTex1df4"
|
||||
Name 15 "$Global"
|
||||
MemberName 15($Global) 0 "c1"
|
||||
MemberName 15($Global) 1 "c2"
|
||||
MemberName 15($Global) 2 "c3"
|
||||
MemberName 15($Global) 3 "c4"
|
||||
MemberName 15($Global) 4 "o1"
|
||||
MemberName 15($Global) 5 "o2"
|
||||
MemberName 15($Global) 6 "o3"
|
||||
MemberName 15($Global) 7 "o4"
|
||||
Name 17 ""
|
||||
Name 26 "g_tTex1di4"
|
||||
Name 34 "g_tTex1du4"
|
||||
Name 42 "g_tTex2df4"
|
||||
Name 51 "g_tTex2di4"
|
||||
Name 58 "g_tTex2du4"
|
||||
Name 65 "g_tTex3df4"
|
||||
Name 74 "g_tTex3di4"
|
||||
Name 81 "g_tTex3du4"
|
||||
Name 86 "PS_OUTPUT"
|
||||
MemberName 86(PS_OUTPUT) 0 "Color"
|
||||
MemberName 86(PS_OUTPUT) 1 "Depth"
|
||||
Name 88 "psout"
|
||||
Name 96 "Color"
|
||||
Name 100 "Depth"
|
||||
Name 106 "g_sSamp"
|
||||
Name 109 "g_tTex1df4a"
|
||||
Name 112 "g_tTex1di4a"
|
||||
Name 115 "g_tTex1du4a"
|
||||
Name 118 "g_tTex2df4a"
|
||||
Name 121 "g_tTex2di4a"
|
||||
Name 124 "g_tTex2du4a"
|
||||
Decorate 9(g_tTex1df4) DescriptorSet 0
|
||||
Decorate 9(g_tTex1df4) Binding 0
|
||||
MemberDecorate 15($Global) 0 Offset 0
|
||||
MemberDecorate 15($Global) 1 Offset 8
|
||||
MemberDecorate 15($Global) 2 Offset 16
|
||||
MemberDecorate 15($Global) 3 Offset 32
|
||||
MemberDecorate 15($Global) 4 Offset 48
|
||||
MemberDecorate 15($Global) 5 Offset 56
|
||||
MemberDecorate 15($Global) 6 Offset 64
|
||||
MemberDecorate 15($Global) 7 Offset 80
|
||||
Decorate 15($Global) Block
|
||||
Decorate 17 DescriptorSet 0
|
||||
Decorate 26(g_tTex1di4) DescriptorSet 0
|
||||
Decorate 34(g_tTex1du4) DescriptorSet 0
|
||||
Decorate 42(g_tTex2df4) DescriptorSet 0
|
||||
Decorate 51(g_tTex2di4) DescriptorSet 0
|
||||
Decorate 58(g_tTex2du4) DescriptorSet 0
|
||||
Decorate 65(g_tTex3df4) DescriptorSet 0
|
||||
Decorate 74(g_tTex3di4) DescriptorSet 0
|
||||
Decorate 81(g_tTex3du4) DescriptorSet 0
|
||||
Decorate 96(Color) Location 0
|
||||
Decorate 100(Depth) BuiltIn FragDepth
|
||||
Decorate 106(g_sSamp) DescriptorSet 0
|
||||
Decorate 106(g_sSamp) Binding 0
|
||||
Decorate 109(g_tTex1df4a) DescriptorSet 0
|
||||
Decorate 112(g_tTex1di4a) DescriptorSet 0
|
||||
Decorate 115(g_tTex1du4a) DescriptorSet 0
|
||||
Decorate 118(g_tTex2df4a) DescriptorSet 0
|
||||
Decorate 121(g_tTex2di4a) DescriptorSet 0
|
||||
Decorate 124(g_tTex2du4a) DescriptorSet 0
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeImage 6(float) 1D nonsampled format:Rgba32f
|
||||
8: TypePointer UniformConstant 7
|
||||
9(g_tTex1df4): 8(ptr) Variable UniformConstant
|
||||
11: TypeInt 32 1
|
||||
12: TypeVector 11(int) 2
|
||||
13: TypeVector 11(int) 3
|
||||
14: TypeVector 11(int) 4
|
||||
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
|
||||
16: TypePointer Uniform 15($Global)
|
||||
17: 16(ptr) Variable Uniform
|
||||
18: 11(int) Constant 0
|
||||
19: TypePointer Uniform 11(int)
|
||||
22: TypeVector 6(float) 4
|
||||
24: TypeImage 11(int) 1D nonsampled format:Rgba32i
|
||||
25: TypePointer UniformConstant 24
|
||||
26(g_tTex1di4): 25(ptr) Variable UniformConstant
|
||||
31: TypeInt 32 0
|
||||
32: TypeImage 31(int) 1D nonsampled format:Rgba32ui
|
||||
33: TypePointer UniformConstant 32
|
||||
34(g_tTex1du4): 33(ptr) Variable UniformConstant
|
||||
38: TypeVector 31(int) 4
|
||||
40: TypeImage 6(float) 2D nonsampled format:Rgba32f
|
||||
41: TypePointer UniformConstant 40
|
||||
42(g_tTex2df4): 41(ptr) Variable UniformConstant
|
||||
44: 11(int) Constant 1
|
||||
45: TypePointer Uniform 12(ivec2)
|
||||
49: TypeImage 11(int) 2D nonsampled format:Rgba32i
|
||||
50: TypePointer UniformConstant 49
|
||||
51(g_tTex2di4): 50(ptr) Variable UniformConstant
|
||||
56: TypeImage 31(int) 2D nonsampled format:Rgba32ui
|
||||
57: TypePointer UniformConstant 56
|
||||
58(g_tTex2du4): 57(ptr) Variable UniformConstant
|
||||
63: TypeImage 6(float) 3D nonsampled format:Rgba32f
|
||||
64: TypePointer UniformConstant 63
|
||||
65(g_tTex3df4): 64(ptr) Variable UniformConstant
|
||||
67: 11(int) Constant 2
|
||||
68: TypePointer Uniform 13(ivec3)
|
||||
72: TypeImage 11(int) 3D nonsampled format:Rgba32i
|
||||
73: TypePointer UniformConstant 72
|
||||
74(g_tTex3di4): 73(ptr) Variable UniformConstant
|
||||
79: TypeImage 31(int) 3D nonsampled format:Rgba32ui
|
||||
80: TypePointer UniformConstant 79
|
||||
81(g_tTex3du4): 80(ptr) Variable UniformConstant
|
||||
86(PS_OUTPUT): TypeStruct 22(fvec4) 6(float)
|
||||
87: TypePointer Function 86(PS_OUTPUT)
|
||||
89: 6(float) Constant 1065353216
|
||||
90: 22(fvec4) ConstantComposite 89 89 89 89
|
||||
91: TypePointer Function 22(fvec4)
|
||||
93: TypePointer Function 6(float)
|
||||
95: TypePointer Output 22(fvec4)
|
||||
96(Color): 95(ptr) Variable Output
|
||||
99: TypePointer Output 6(float)
|
||||
100(Depth): 99(ptr) Variable Output
|
||||
104: TypeSampler
|
||||
105: TypePointer UniformConstant 104
|
||||
106(g_sSamp): 105(ptr) Variable UniformConstant
|
||||
107: TypeImage 6(float) 1D array nonsampled format:Rgba32f
|
||||
108: TypePointer UniformConstant 107
|
||||
109(g_tTex1df4a): 108(ptr) Variable UniformConstant
|
||||
110: TypeImage 11(int) 1D array nonsampled format:Rgba32i
|
||||
111: TypePointer UniformConstant 110
|
||||
112(g_tTex1di4a): 111(ptr) Variable UniformConstant
|
||||
113: TypeImage 31(int) 1D array nonsampled format:Rgba32ui
|
||||
114: TypePointer UniformConstant 113
|
||||
115(g_tTex1du4a): 114(ptr) Variable UniformConstant
|
||||
116: TypeImage 6(float) 2D array nonsampled format:Rgba32f
|
||||
117: TypePointer UniformConstant 116
|
||||
118(g_tTex2df4a): 117(ptr) Variable UniformConstant
|
||||
119: TypeImage 11(int) 2D array nonsampled format:Rgba32i
|
||||
120: TypePointer UniformConstant 119
|
||||
121(g_tTex2di4a): 120(ptr) Variable UniformConstant
|
||||
122: TypeImage 31(int) 2D array nonsampled format:Rgba32ui
|
||||
123: TypePointer UniformConstant 122
|
||||
124(g_tTex2du4a): 123(ptr) Variable UniformConstant
|
||||
4(main): 2 Function None 3
|
||||
5: Label
|
||||
88(psout): 87(ptr) Variable Function
|
||||
10: 7 Load 9(g_tTex1df4)
|
||||
20: 19(ptr) AccessChain 17 18
|
||||
21: 11(int) Load 20
|
||||
23: 22(fvec4) ImageRead 10 21
|
||||
27: 24 Load 26(g_tTex1di4)
|
||||
28: 19(ptr) AccessChain 17 18
|
||||
29: 11(int) Load 28
|
||||
30: 14(ivec4) ImageRead 27 29
|
||||
35: 32 Load 34(g_tTex1du4)
|
||||
36: 19(ptr) AccessChain 17 18
|
||||
37: 11(int) Load 36
|
||||
39: 38(ivec4) ImageRead 35 37
|
||||
43: 40 Load 42(g_tTex2df4)
|
||||
46: 45(ptr) AccessChain 17 44
|
||||
47: 12(ivec2) Load 46
|
||||
48: 22(fvec4) ImageRead 43 47
|
||||
52: 49 Load 51(g_tTex2di4)
|
||||
53: 45(ptr) AccessChain 17 44
|
||||
54: 12(ivec2) Load 53
|
||||
55: 14(ivec4) ImageRead 52 54
|
||||
59: 56 Load 58(g_tTex2du4)
|
||||
60: 45(ptr) AccessChain 17 44
|
||||
61: 12(ivec2) Load 60
|
||||
62: 38(ivec4) ImageRead 59 61
|
||||
66: 63 Load 65(g_tTex3df4)
|
||||
69: 68(ptr) AccessChain 17 67
|
||||
70: 13(ivec3) Load 69
|
||||
71: 22(fvec4) ImageRead 66 70
|
||||
75: 72 Load 74(g_tTex3di4)
|
||||
76: 68(ptr) AccessChain 17 67
|
||||
77: 13(ivec3) Load 76
|
||||
78: 14(ivec4) ImageRead 75 77
|
||||
82: 79 Load 81(g_tTex3du4)
|
||||
83: 68(ptr) AccessChain 17 67
|
||||
84: 13(ivec3) Load 83
|
||||
85: 38(ivec4) ImageRead 82 84
|
||||
92: 91(ptr) AccessChain 88(psout) 18
|
||||
Store 92 90
|
||||
94: 93(ptr) AccessChain 88(psout) 44
|
||||
Store 94 89
|
||||
97: 91(ptr) AccessChain 88(psout) 18
|
||||
98: 22(fvec4) Load 97
|
||||
Store 96(Color) 98
|
||||
101: 93(ptr) AccessChain 88(psout) 44
|
||||
102: 6(float) Load 101
|
||||
Store 100(Depth) 102
|
||||
Return
|
||||
FunctionEnd
|
||||
96
Test/hlsl.getdimensions.rw.dx10.frag
Normal file
96
Test/hlsl.getdimensions.rw.dx10.frag
Normal file
@@ -0,0 +1,96 @@
|
||||
SamplerState g_sSamp : register(s0);
|
||||
|
||||
RWTexture1D <float4> g_tTex1df4 : register(t0);
|
||||
RWTexture1D <int4> g_tTex1di4;
|
||||
RWTexture1D <uint4> g_tTex1du4;
|
||||
|
||||
RWTexture2D <float4> g_tTex2df4;
|
||||
RWTexture2D <int4> g_tTex2di4;
|
||||
RWTexture2D <uint4> g_tTex2du4;
|
||||
|
||||
RWTexture3D <float4> g_tTex3df4;
|
||||
RWTexture3D <int4> g_tTex3di4;
|
||||
RWTexture3D <uint4> g_tTex3du4;
|
||||
|
||||
RWTexture1DArray <float4> g_tTex1df4a;
|
||||
RWTexture1DArray <int4> g_tTex1di4a;
|
||||
RWTexture1DArray <uint4> g_tTex1du4a;
|
||||
|
||||
RWTexture2DArray <float4> g_tTex2df4a;
|
||||
RWTexture2DArray <int4> g_tTex2di4a;
|
||||
RWTexture2DArray <uint4> g_tTex2du4a;
|
||||
|
||||
RWBuffer <float4> g_tBuffF;
|
||||
RWBuffer <int4> g_tBuffI;
|
||||
RWBuffer <uint4> g_tBuffU;
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
float Depth : SV_Depth;
|
||||
};
|
||||
|
||||
uniform int c1;
|
||||
uniform int2 c2;
|
||||
uniform int3 c3;
|
||||
uniform int4 c4;
|
||||
|
||||
uniform int o1;
|
||||
uniform int2 o2;
|
||||
uniform int3 o3;
|
||||
uniform int4 o4;
|
||||
|
||||
PS_OUTPUT main()
|
||||
{
|
||||
PS_OUTPUT psout;
|
||||
|
||||
uint MipLevel;
|
||||
uint WidthU;
|
||||
uint HeightU;
|
||||
uint ElementsU;
|
||||
uint DepthU;
|
||||
uint NumberOfLevelsU;
|
||||
uint NumberOfSamplesU;
|
||||
|
||||
float WidthF;
|
||||
float HeightF;
|
||||
float ElementsF;
|
||||
float DepthF;
|
||||
float NumberOfLevelsF;
|
||||
float NumberOfSamplesF;
|
||||
|
||||
// 1D, float/int/uint, uint params
|
||||
g_tTex1df4.GetDimensions(WidthU);
|
||||
g_tTex1di4.GetDimensions(WidthU);
|
||||
g_tTex1du4.GetDimensions(WidthU);
|
||||
|
||||
// buffer, float/int/uint, uint params
|
||||
g_tBuffF.GetDimensions(WidthU);
|
||||
g_tBuffI.GetDimensions(WidthU);
|
||||
g_tBuffU.GetDimensions(WidthU);
|
||||
|
||||
// 1DArray, float/int/uint, uint params
|
||||
g_tTex1df4a.GetDimensions(WidthU, ElementsU);
|
||||
g_tTex1di4a.GetDimensions(WidthU, ElementsU);
|
||||
g_tTex1du4a.GetDimensions(WidthU, ElementsU);
|
||||
|
||||
// 2D, float/int/uint, uint params
|
||||
g_tTex2df4.GetDimensions(WidthU, HeightU);
|
||||
g_tTex2di4.GetDimensions(WidthU, HeightU);
|
||||
g_tTex2du4.GetDimensions(WidthU, HeightU);
|
||||
|
||||
// 2DArray, float/int/uint, uint params
|
||||
g_tTex2df4a.GetDimensions(WidthU, HeightU, ElementsU);
|
||||
g_tTex2di4a.GetDimensions(WidthU, HeightU, ElementsU);
|
||||
g_tTex2du4a.GetDimensions(WidthU, HeightU, ElementsU);
|
||||
|
||||
// 3D, float/int/uint, uint params
|
||||
g_tTex3df4.GetDimensions(WidthU, HeightU, DepthU);
|
||||
g_tTex3di4.GetDimensions(WidthU, HeightU, DepthU);
|
||||
g_tTex3du4.GetDimensions(WidthU, HeightU, DepthU);
|
||||
|
||||
psout.Color = 1.0;
|
||||
psout.Depth = 1.0;
|
||||
|
||||
return psout;
|
||||
}
|
||||
32
Test/hlsl.load.rwbuffer.dx10.frag
Normal file
32
Test/hlsl.load.rwbuffer.dx10.frag
Normal file
@@ -0,0 +1,32 @@
|
||||
|
||||
RWBuffer <float4> g_tBuffF;
|
||||
RWBuffer <int4> g_tBuffI;
|
||||
RWBuffer <uint4> g_tBuffU;
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
};
|
||||
|
||||
uniform int c1;
|
||||
uniform int2 c2;
|
||||
uniform int3 c3;
|
||||
uniform int4 c4;
|
||||
|
||||
uniform int o1;
|
||||
uniform int2 o2;
|
||||
uniform int3 o3;
|
||||
uniform int4 o4;
|
||||
|
||||
PS_OUTPUT main()
|
||||
{
|
||||
PS_OUTPUT psout;
|
||||
|
||||
g_tBuffF.Load(c1);
|
||||
g_tBuffU.Load(c1);
|
||||
g_tBuffI.Load(c1);
|
||||
|
||||
psout.Color = 1.0;
|
||||
|
||||
return psout;
|
||||
}
|
||||
57
Test/hlsl.load.rwtexture.array.dx10.frag
Normal file
57
Test/hlsl.load.rwtexture.array.dx10.frag
Normal file
@@ -0,0 +1,57 @@
|
||||
SamplerState g_sSamp : register(s0);
|
||||
|
||||
RWTexture1D <float4> g_tTex1df4 : register(t0);
|
||||
RWTexture1D <int4> g_tTex1di4;
|
||||
RWTexture1D <uint4> g_tTex1du4;
|
||||
|
||||
RWTexture2D <float4> g_tTex2df4;
|
||||
RWTexture2D <int4> g_tTex2di4;
|
||||
RWTexture2D <uint4> g_tTex2du4;
|
||||
|
||||
RWTexture3D <float4> g_tTex3df4;
|
||||
RWTexture3D <int4> g_tTex3di4;
|
||||
RWTexture3D <uint4> g_tTex3du4;
|
||||
|
||||
RWTexture1DArray <float4> g_tTex1df4a;
|
||||
RWTexture1DArray <int4> g_tTex1di4a;
|
||||
RWTexture1DArray <uint4> g_tTex1du4a;
|
||||
|
||||
RWTexture2DArray <float4> g_tTex2df4a;
|
||||
RWTexture2DArray <int4> g_tTex2di4a;
|
||||
RWTexture2DArray <uint4> g_tTex2du4a;
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
float Depth : SV_Depth;
|
||||
};
|
||||
|
||||
uniform int c1;
|
||||
uniform int2 c2;
|
||||
uniform int3 c3;
|
||||
uniform int4 c4;
|
||||
|
||||
uniform int o1;
|
||||
uniform int2 o2;
|
||||
uniform int3 o3;
|
||||
uniform int4 o4;
|
||||
|
||||
PS_OUTPUT main()
|
||||
{
|
||||
PS_OUTPUT psout;
|
||||
|
||||
// 1D
|
||||
g_tTex1df4a.Load(c2);
|
||||
g_tTex1di4a.Load(c2);
|
||||
g_tTex1du4a.Load(c2);
|
||||
|
||||
// 2D
|
||||
g_tTex2df4a.Load(c3);
|
||||
g_tTex2di4a.Load(c3);
|
||||
g_tTex2du4a.Load(c3);
|
||||
|
||||
psout.Color = 1.0;
|
||||
psout.Depth = 1.0;
|
||||
|
||||
return psout;
|
||||
}
|
||||
62
Test/hlsl.load.rwtexture.dx10.frag
Normal file
62
Test/hlsl.load.rwtexture.dx10.frag
Normal file
@@ -0,0 +1,62 @@
|
||||
SamplerState g_sSamp : register(s0);
|
||||
|
||||
RWTexture1D <float4> g_tTex1df4 : register(t0);
|
||||
RWTexture1D <int4> g_tTex1di4;
|
||||
RWTexture1D <uint4> g_tTex1du4;
|
||||
|
||||
RWTexture2D <float4> g_tTex2df4;
|
||||
RWTexture2D <int4> g_tTex2di4;
|
||||
RWTexture2D <uint4> g_tTex2du4;
|
||||
|
||||
RWTexture3D <float4> g_tTex3df4;
|
||||
RWTexture3D <int4> g_tTex3di4;
|
||||
RWTexture3D <uint4> g_tTex3du4;
|
||||
|
||||
RWTexture1DArray <float4> g_tTex1df4a;
|
||||
RWTexture1DArray <int4> g_tTex1di4a;
|
||||
RWTexture1DArray <uint4> g_tTex1du4a;
|
||||
|
||||
RWTexture2DArray <float4> g_tTex2df4a;
|
||||
RWTexture2DArray <int4> g_tTex2di4a;
|
||||
RWTexture2DArray <uint4> g_tTex2du4a;
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
float Depth : SV_Depth;
|
||||
};
|
||||
|
||||
uniform int c1;
|
||||
uniform int2 c2;
|
||||
uniform int3 c3;
|
||||
uniform int4 c4;
|
||||
|
||||
uniform int o1;
|
||||
uniform int2 o2;
|
||||
uniform int3 o3;
|
||||
uniform int4 o4;
|
||||
|
||||
PS_OUTPUT main()
|
||||
{
|
||||
PS_OUTPUT psout;
|
||||
|
||||
// 1D
|
||||
g_tTex1df4.Load(c1);
|
||||
g_tTex1di4.Load(c1);
|
||||
g_tTex1du4.Load(c1);
|
||||
|
||||
// 2D
|
||||
g_tTex2df4.Load(c2);
|
||||
g_tTex2di4.Load(c2);
|
||||
g_tTex2du4.Load(c2);
|
||||
|
||||
// 3D
|
||||
g_tTex3df4.Load(c3);
|
||||
g_tTex3di4.Load(c3);
|
||||
g_tTex3du4.Load(c3);
|
||||
|
||||
psout.Color = 1.0;
|
||||
psout.Depth = 1.0;
|
||||
|
||||
return psout;
|
||||
}
|
||||
Reference in New Issue
Block a user