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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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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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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0:34 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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// 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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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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