196 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
	
	
	
| hlsl.struct.frag
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| WARNING: 0:26: 'register' : ignoring shader_profile 
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| WARNING: 0:27: 'register' : ignoring shader_profile 
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| WARNING: 0:30: 'register' : ignoring shader_profile 
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| 
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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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| 0:34  Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
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| 0:34    Function Parameters: 
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| 0:34      'input' (layout(location=0 ) in 4-component vector of float)
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| 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})
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| 0:?     Sequence
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| 0:39      Compare Equal (temp bool)
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:40      move second child to first child (temp 4-component vector of float)
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| 0:40        i: direct index for structure (temp 4-component vector of float)
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| 0:40          's2' (global structure{temp 4-component vector of float i})
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| 0:40          Constant:
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| 0:40            0 (const int)
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| 0:?         'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 0:42      Sequence
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| 0:42        move second child to first child (temp 4-component vector of float)
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| 0:?           '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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| 0:42          'input' (layout(location=0 ) in 4-component vector of float)
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| 0:42        Branch: Return
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| 0:?   Linker Objects
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| 0:?     's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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| 0:?     's2' (global structure{temp 4-component vector of float i})
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| 0:?     'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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| 0:?     'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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| 0:?     '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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| 0:?     'input' (layout(location=0 ) in 4-component vector of float)
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| 0:?     'a' (layout(location=1 ) smooth in 4-component vector of float)
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| 0:?     'b' (layout(location=2 ) flat in bool)
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| 0:?     'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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| 0:?     'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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| 0:?     'ff1' (in bool Face)
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| 0:?     'ff2' (layout(location=5 offset=4 ) in bool)
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| 0:?     'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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| 0:?     'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 
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| 
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| Linked fragment stage:
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| 
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| 
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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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| 0:34  Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
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| 0:34    Function Parameters: 
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| 0:34      'input' (layout(location=0 ) in 4-component vector of float)
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| 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})
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| 0:?     Sequence
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| 0:39      Compare Equal (temp bool)
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:39        's3' (temp structure{temp 3-component vector of bool b3})
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| 0:40      move second child to first child (temp 4-component vector of float)
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| 0:40        i: direct index for structure (temp 4-component vector of float)
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| 0:40          's2' (global structure{temp 4-component vector of float i})
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| 0:40          Constant:
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| 0:40            0 (const int)
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| 0:?         'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 0:42      Sequence
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| 0:42        move second child to first child (temp 4-component vector of float)
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| 0:?           '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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| 0:42          'input' (layout(location=0 ) in 4-component vector of float)
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| 0:42        Branch: Return
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| 0:?   Linker Objects
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| 0:?     's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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| 0:?     's2' (global structure{temp 4-component vector of float i})
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| 0:?     'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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| 0:?     'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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| 0:?     '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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| 0:?     'input' (layout(location=0 ) in 4-component vector of float)
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| 0:?     'a' (layout(location=1 ) smooth in 4-component vector of float)
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| 0:?     'b' (layout(location=2 ) flat in bool)
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| 0:?     'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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| 0:?     'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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| 0:?     'ff1' (in bool Face)
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| 0:?     'ff2' (layout(location=5 offset=4 ) in bool)
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| 0:?     'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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| 0:?     'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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| 
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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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| 
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|                               Capability Shader
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|                1:             ExtInstImport  "GLSL.std.450"
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|                               MemoryModel Logical GLSL450
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|                               EntryPoint Fragment 4  "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51
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|                               ExecutionMode 4 OriginUpperLeft
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|                               Name 4  "PixelShaderFunction"
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|                               Name 8  "FS"
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|                               MemberName 8(FS) 0  "b3"
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|                               Name 10  "s3"
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|                               Name 19  ""
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|                               MemberName 19 0  "i"
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|                               Name 21  "s2"
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|                               Name 25  "ff4"
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|                               Name 30  "@entryPointOutput"
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|                               Name 31  "input"
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|                               Name 34  "myS"
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|                               MemberName 34(myS) 0  "b"
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|                               MemberName 34(myS) 1  "c"
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|                               MemberName 34(myS) 2  "a"
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|                               MemberName 34(myS) 3  "d"
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|                               Name 36  "s1"
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|                               Name 39  "ff5"
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|                               Name 40  "ff6"
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|                               Name 41  "a"
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|                               Name 43  "b"
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|                               Name 45  "c"
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|                               Name 48  "d"
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|                               Name 49  "ff1"
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|                               Name 50  "ff2"
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|                               Name 51  "ff3"
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|                               Decorate 25(ff4) Offset 4
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|                               Decorate 25(ff4) Location 7
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|                               Decorate 25(ff4) Binding 0
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|                               Decorate 30(@entryPointOutput) Location 0
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|                               Decorate 31(input) Location 0
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|                               Decorate 39(ff5) Offset 20
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|                               Decorate 39(ff5) Binding 5
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|                               Decorate 40(ff6) Offset 36
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|                               Decorate 40(ff6) Binding 8
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|                               Decorate 41(a) Location 1
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|                               Decorate 43(b) Flat
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|                               Decorate 43(b) Location 2
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|                               Decorate 45(c) NoPerspective
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|                               Decorate 45(c) Centroid
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|                               Decorate 45(c) Location 3
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|                               Decorate 48(d) Centroid
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|                               Decorate 48(d) Location 4
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|                               Decorate 49(ff1) BuiltIn FrontFacing
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|                               Decorate 50(ff2) Offset 4
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|                               Decorate 50(ff2) Location 5
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|                               Decorate 51(ff3) Offset 4
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|                               Decorate 51(ff3) Location 6
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|                               Decorate 51(ff3) Binding 0
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|                2:             TypeVoid
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|                3:             TypeFunction 2
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|                6:             TypeBool
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|                7:             TypeVector 6(bool) 3
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|            8(FS):             TypeStruct 7(bvec3)
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|                9:             TypePointer Function 8(FS)
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|               17:             TypeFloat 32
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|               18:             TypeVector 17(float) 4
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|               19:             TypeStruct 18(fvec4)
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|               20:             TypePointer Private 19(struct)
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|           21(s2):     20(ptr) Variable Private
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|               22:             TypeInt 32 1
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|               23:     22(int) Constant 0
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|               24:             TypePointer Input 18(fvec4)
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|          25(ff4):     24(ptr) Variable Input
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|               27:             TypePointer Private 18(fvec4)
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|               29:             TypePointer Output 18(fvec4)
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| 30(@entryPointOutput):     29(ptr) Variable Output
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|        31(input):     24(ptr) Variable Input
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|          34(myS):             TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
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|               35:             TypePointer Private 34(myS)
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|           36(s1):     35(ptr) Variable Private
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|               37:             TypeVector 17(float) 3
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|               38:             TypePointer Private 37(fvec3)
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|          39(ff5):     38(ptr) Variable Private
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|          40(ff6):     38(ptr) Variable Private
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|            41(a):     24(ptr) Variable Input
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|               42:             TypePointer Input 6(bool)
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|            43(b):     42(ptr) Variable Input
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|               44:             TypePointer Input 17(float)
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|            45(c):     44(ptr) Variable Input
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|               46:             TypeVector 17(float) 2
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|               47:             TypePointer Input 46(fvec2)
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|            48(d):     47(ptr) Variable Input
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|          49(ff1):     42(ptr) Variable Input
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|          50(ff2):     42(ptr) Variable Input
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|          51(ff3):     42(ptr) Variable Input
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| 4(PixelShaderFunction):           2 Function None 3
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|                5:             Label
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|           10(s3):      9(ptr) Variable Function
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|               11:       8(FS) Load 10(s3)
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|               12:       8(FS) Load 10(s3)
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|               13:    7(bvec3) CompositeExtract 11 0
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|               14:    7(bvec3) CompositeExtract 12 0
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|               15:    7(bvec3) LogicalEqual 13 14
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|               16:     6(bool) All 15
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|               26:   18(fvec4) Load 25(ff4)
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|               28:     27(ptr) AccessChain 21(s2) 23
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|                               Store 28 26
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|               32:   18(fvec4) Load 31(input)
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|                               Store 30(@entryPointOutput) 32
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|                               Return
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|                               FunctionEnd
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