 adfa0938a2
			
		
	
	
		adfa0938a2
		
			
		
	
	
	
	
		
			
			Fix the error message for when an erroneous HLSL constructor statement is detected. Prior to this change, such error messages would not show correct file path and line number information. Additionally, update test data to account for updated error messages.
		
			
				
	
	
		
			593 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			593 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| hlsl.sample.dx9.frag
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| Shader version: 500
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| gl_FragCoord origin is upper left
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| using depth_any
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| 0:? Sequence
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| 0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15    Function Parameters: 
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| 0:?     Sequence
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| 0:18      Sequence
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| 0:18        move second child to first child ( temp 4-component vector of float)
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| 0:18          'ColorOut' ( temp 4-component vector of float)
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| 0:18          Constant:
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:20      add second child into first child ( temp 4-component vector of float)
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| 0:20        'ColorOut' ( temp 4-component vector of float)
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| 0:20        texture ( temp 4-component vector of float)
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| 0:20          'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:20          Constant:
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| 0:20            0.400000
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| 0:20            0.300000
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| 0:21      add second child into first child ( temp 4-component vector of float)
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| 0:21        'ColorOut' ( temp 4-component vector of float)
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| 0:21        texture ( temp 4-component vector of float)
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| 0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:21          Constant:
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| 0:21            0.500000
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| 0:22      add second child into first child ( temp 4-component vector of float)
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| 0:22        'ColorOut' ( temp 4-component vector of float)
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| 0:22        texture ( temp 4-component vector of float)
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| 0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:22          Constant:
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| 0:22            0.500000
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| 0:22            0.600000
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| 0:23      add second child into first child ( temp 4-component vector of float)
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| 0:23        'ColorOut' ( temp 4-component vector of float)
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| 0:23        texture ( temp 4-component vector of float)
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| 0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:23          Constant:
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| 0:23            0.500000
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| 0:23            0.600000
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| 0:23            0.400000
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| 0:24      add second child into first child ( temp 4-component vector of float)
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| 0:24        'ColorOut' ( temp 4-component vector of float)
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| 0:24        texture ( temp 4-component vector of float)
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| 0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:24          Constant:
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| 0:24            0.500000
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| 0:24            0.600000
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| 0:24            0.400000
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| 0:26      add second child into first child ( temp 4-component vector of float)
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| 0:26        'ColorOut' ( temp 4-component vector of float)
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| 0:26        textureLod ( temp 4-component vector of float)
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| 0:26          'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:26          Construct vec2 ( temp 2-component vector of float)
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| 0:26            Constant:
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| 0:26              0.400000
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| 0:26              0.300000
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| 0:26              0.000000
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| 0:26              0.000000
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| 0:26          direct index ( temp float)
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| 0:26            Constant:
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| 0:26              0.400000
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| 0:26              0.300000
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| 0:26              0.000000
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| 0:26              0.000000
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| 0:26            Constant:
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| 0:26              3 (const int)
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| 0:27      add second child into first child ( temp 4-component vector of float)
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| 0:27        'ColorOut' ( temp 4-component vector of float)
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| 0:27        textureLod ( temp 4-component vector of float)
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| 0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:27          Construct float ( temp float)
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| 0:27            Constant:
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| 0:27              0.500000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27          direct index ( temp float)
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| 0:27            Constant:
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| 0:27              0.500000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27            Constant:
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| 0:27              3 (const int)
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| 0:28      add second child into first child ( temp 4-component vector of float)
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| 0:28        'ColorOut' ( temp 4-component vector of float)
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| 0:28        textureLod ( temp 4-component vector of float)
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| 0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:28          Construct vec2 ( temp 2-component vector of float)
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| 0:28            Constant:
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| 0:28              0.500000
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| 0:28              0.600000
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| 0:28              0.000000
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| 0:28              0.000000
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| 0:28          direct index ( temp float)
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| 0:28            Constant:
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| 0:28              0.500000
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| 0:28              0.600000
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| 0:28              0.000000
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| 0:28              0.000000
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| 0:28            Constant:
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| 0:28              3 (const int)
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| 0:29      add second child into first child ( temp 4-component vector of float)
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| 0:29        'ColorOut' ( temp 4-component vector of float)
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| 0:29        textureLod ( temp 4-component vector of float)
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| 0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:29          Construct vec3 ( temp 3-component vector of float)
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| 0:29            Constant:
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| 0:29              0.500000
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| 0:29              0.600000
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| 0:29              0.400000
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| 0:29              0.000000
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| 0:29          direct index ( temp float)
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| 0:29            Constant:
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| 0:29              0.500000
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| 0:29              0.600000
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| 0:29              0.400000
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| 0:29              0.000000
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| 0:29            Constant:
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| 0:29              3 (const int)
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| 0:30      add second child into first child ( temp 4-component vector of float)
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| 0:30        'ColorOut' ( temp 4-component vector of float)
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| 0:30        textureLod ( temp 4-component vector of float)
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| 0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:30          Construct vec3 ( temp 3-component vector of float)
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| 0:30            Constant:
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| 0:30              0.500000
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| 0:30              0.600000
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| 0:30              0.400000
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| 0:30              0.000000
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| 0:30          direct index ( temp float)
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| 0:30            Constant:
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| 0:30              0.500000
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| 0:30              0.600000
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| 0:30              0.400000
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| 0:30              0.000000
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| 0:30            Constant:
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| 0:30              3 (const int)
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| 0:32      move second child to first child ( temp 4-component vector of float)
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| 0:32        Color: direct index for structure ( temp 4-component vector of float)
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| 0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:32          Constant:
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| 0:32            0 (const int)
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| 0:32        divide ( temp 4-component vector of float)
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| 0:32          'ColorOut' ( temp 4-component vector of float)
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| 0:32          Constant:
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| 0:32            10.000000
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| 0:33      move second child to first child ( temp float)
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| 0:33        Depth: direct index for structure ( temp float)
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| 0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:33          Constant:
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| 0:33            1 (const int)
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| 0:33        Constant:
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| 0:33          1.000000
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| 0:35      Branch: Return with expression
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| 0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15  Function Definition: main( ( temp void)
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| 0:15    Function Parameters: 
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| 0:?     Sequence
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| 0:15      Sequence
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| 0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15        move second child to first child ( temp 4-component vector of float)
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| 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 0:15          Color: direct index for structure ( temp 4-component vector of float)
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| 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15            Constant:
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| 0:15              0 (const int)
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| 0:15        move second child to first child ( temp float)
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| 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:15          Depth: direct index for structure ( temp float)
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| 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15            Constant:
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| 0:15              1 (const int)
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| 0:?   Linker Objects
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| 0:?     'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:?     '@entryPointOutput.Color' (layout( location=0) out 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: 500
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| gl_FragCoord origin is upper left
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| using depth_any
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| 0:? Sequence
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| 0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15    Function Parameters: 
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| 0:?     Sequence
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| 0:18      Sequence
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| 0:18        move second child to first child ( temp 4-component vector of float)
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| 0:18          'ColorOut' ( temp 4-component vector of float)
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| 0:18          Constant:
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:18            0.000000
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| 0:20      add second child into first child ( temp 4-component vector of float)
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| 0:20        'ColorOut' ( temp 4-component vector of float)
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| 0:20        texture ( temp 4-component vector of float)
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| 0:20          'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:20          Constant:
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| 0:20            0.400000
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| 0:20            0.300000
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| 0:21      add second child into first child ( temp 4-component vector of float)
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| 0:21        'ColorOut' ( temp 4-component vector of float)
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| 0:21        texture ( temp 4-component vector of float)
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| 0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:21          Constant:
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| 0:21            0.500000
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| 0:22      add second child into first child ( temp 4-component vector of float)
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| 0:22        'ColorOut' ( temp 4-component vector of float)
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| 0:22        texture ( temp 4-component vector of float)
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| 0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:22          Constant:
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| 0:22            0.500000
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| 0:22            0.600000
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| 0:23      add second child into first child ( temp 4-component vector of float)
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| 0:23        'ColorOut' ( temp 4-component vector of float)
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| 0:23        texture ( temp 4-component vector of float)
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| 0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:23          Constant:
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| 0:23            0.500000
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| 0:23            0.600000
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| 0:23            0.400000
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| 0:24      add second child into first child ( temp 4-component vector of float)
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| 0:24        'ColorOut' ( temp 4-component vector of float)
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| 0:24        texture ( temp 4-component vector of float)
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| 0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:24          Constant:
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| 0:24            0.500000
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| 0:24            0.600000
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| 0:24            0.400000
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| 0:26      add second child into first child ( temp 4-component vector of float)
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| 0:26        'ColorOut' ( temp 4-component vector of float)
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| 0:26        textureLod ( temp 4-component vector of float)
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| 0:26          'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:26          Construct vec2 ( temp 2-component vector of float)
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| 0:26            Constant:
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| 0:26              0.400000
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| 0:26              0.300000
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| 0:26              0.000000
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| 0:26              0.000000
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| 0:26          direct index ( temp float)
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| 0:26            Constant:
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| 0:26              0.400000
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| 0:26              0.300000
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| 0:26              0.000000
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| 0:26              0.000000
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| 0:26            Constant:
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| 0:26              3 (const int)
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| 0:27      add second child into first child ( temp 4-component vector of float)
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| 0:27        'ColorOut' ( temp 4-component vector of float)
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| 0:27        textureLod ( temp 4-component vector of float)
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| 0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:27          Construct float ( temp float)
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| 0:27            Constant:
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| 0:27              0.500000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27          direct index ( temp float)
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| 0:27            Constant:
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| 0:27              0.500000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27              0.000000
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| 0:27            Constant:
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| 0:27              3 (const int)
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| 0:28      add second child into first child ( temp 4-component vector of float)
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| 0:28        'ColorOut' ( temp 4-component vector of float)
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| 0:28        textureLod ( temp 4-component vector of float)
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| 0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:28          Construct vec2 ( temp 2-component vector of float)
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| 0:28            Constant:
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| 0:28              0.500000
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| 0:28              0.600000
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| 0:28              0.000000
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| 0:28              0.000000
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| 0:28          direct index ( temp float)
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| 0:28            Constant:
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| 0:28              0.500000
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| 0:28              0.600000
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| 0:28              0.000000
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| 0:28              0.000000
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| 0:28            Constant:
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| 0:28              3 (const int)
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| 0:29      add second child into first child ( temp 4-component vector of float)
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| 0:29        'ColorOut' ( temp 4-component vector of float)
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| 0:29        textureLod ( temp 4-component vector of float)
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| 0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:29          Construct vec3 ( temp 3-component vector of float)
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| 0:29            Constant:
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| 0:29              0.500000
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| 0:29              0.600000
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| 0:29              0.400000
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| 0:29              0.000000
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| 0:29          direct index ( temp float)
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| 0:29            Constant:
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| 0:29              0.500000
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| 0:29              0.600000
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| 0:29              0.400000
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| 0:29              0.000000
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| 0:29            Constant:
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| 0:29              3 (const int)
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| 0:30      add second child into first child ( temp 4-component vector of float)
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| 0:30        'ColorOut' ( temp 4-component vector of float)
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| 0:30        textureLod ( temp 4-component vector of float)
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| 0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:30          Construct vec3 ( temp 3-component vector of float)
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| 0:30            Constant:
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| 0:30              0.500000
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| 0:30              0.600000
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| 0:30              0.400000
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| 0:30              0.000000
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| 0:30          direct index ( temp float)
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| 0:30            Constant:
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| 0:30              0.500000
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| 0:30              0.600000
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| 0:30              0.400000
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| 0:30              0.000000
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| 0:30            Constant:
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| 0:30              3 (const int)
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| 0:32      move second child to first child ( temp 4-component vector of float)
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| 0:32        Color: direct index for structure ( temp 4-component vector of float)
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| 0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:32          Constant:
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| 0:32            0 (const int)
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| 0:32        divide ( temp 4-component vector of float)
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| 0:32          'ColorOut' ( temp 4-component vector of float)
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| 0:32          Constant:
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| 0:32            10.000000
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| 0:33      move second child to first child ( temp float)
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| 0:33        Depth: direct index for structure ( temp float)
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| 0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:33          Constant:
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| 0:33            1 (const int)
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| 0:33        Constant:
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| 0:33          1.000000
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| 0:35      Branch: Return with expression
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| 0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15  Function Definition: main( ( temp void)
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| 0:15    Function Parameters: 
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| 0:?     Sequence
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| 0:15      Sequence
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| 0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15        move second child to first child ( temp 4-component vector of float)
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| 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 0:15          Color: direct index for structure ( temp 4-component vector of float)
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| 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15            Constant:
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| 0:15              0 (const int)
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| 0:15        move second child to first child ( temp float)
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| 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:15          Depth: direct index for structure ( temp float)
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| 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:15            Constant:
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| 0:15              1 (const int)
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| 0:?   Linker Objects
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| 0:?     'g_sam' (layout( binding=0) uniform sampler2D)
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| 0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
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| 0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
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| 0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
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| 0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
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| 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 
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| // Module Version 10000
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| // Generated by (magic number): 8000a
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| // Id's are bound by 135
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| 
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|                               Capability Shader
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|                               Capability Sampled1D
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|                2:             ExtInstImport  "GLSL.std.450"
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|                               MemoryModel Logical GLSL450
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|                               EntryPoint Fragment 5  "main" 128 132
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|                               ExecutionMode 5 OriginUpperLeft
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|                               ExecutionMode 5 DepthReplacing
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|                1:             String  ""
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|                               Source HLSL 500 1  "// OpModuleProcessed auto-map-locations
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| // OpModuleProcessed auto-map-bindings
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| // OpModuleProcessed entry-point main
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| // OpModuleProcessed client vulkan100
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| // OpModuleProcessed target-env vulkan1.0
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| // OpModuleProcessed keep-uncalled
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| // OpModuleProcessed hlsl-offsets
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| #line 1
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| "
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|                               Name 5  "main"
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|                               Name 9  "PS_OUTPUT"
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|                               MemberName 9(PS_OUTPUT) 0  "Color"
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|                               MemberName 9(PS_OUTPUT) 1  "Depth"
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|                               Name 11  "@main("
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|                               Name 14  "ColorOut"
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|                               Name 20  "g_sam"
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|                               Name 32  "g_sam1D"
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|                               Name 38  "g_sam2D"
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|                               Name 48  "g_sam3D"
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|                               Name 58  "g_samCube"
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|                               Name 110  "psout"
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|                               Name 125  "flattenTemp"
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|                               Name 128  "@entryPointOutput.Color"
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|                               Name 132  "@entryPointOutput.Depth"
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|                               Decorate 20(g_sam) DescriptorSet 0
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|                               Decorate 20(g_sam) Binding 0
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|                               Decorate 32(g_sam1D) DescriptorSet 0
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|                               Decorate 32(g_sam1D) Binding 1
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|                               Decorate 38(g_sam2D) DescriptorSet 0
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|                               Decorate 38(g_sam2D) Binding 2
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|                               Decorate 48(g_sam3D) DescriptorSet 0
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|                               Decorate 48(g_sam3D) Binding 3
 | |
|                               Decorate 58(g_samCube) DescriptorSet 0
 | |
|                               Decorate 58(g_samCube) Binding 4
 | |
|                               Decorate 128(@entryPointOutput.Color) Location 0
 | |
|                               Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
 | |
|                3:             TypeVoid
 | |
|                4:             TypeFunction 3
 | |
|                7:             TypeFloat 32
 | |
|                8:             TypeVector 7(float) 4
 | |
|     9(PS_OUTPUT):             TypeStruct 8(fvec4) 7(float)
 | |
|               10:             TypeFunction 9(PS_OUTPUT)
 | |
|               13:             TypePointer Function 8(fvec4)
 | |
|               15:    7(float) Constant 0
 | |
|               16:    8(fvec4) ConstantComposite 15 15 15 15
 | |
|               17:             TypeImage 7(float) 2D sampled format:Unknown
 | |
|               18:             TypeSampledImage 17
 | |
|               19:             TypePointer UniformConstant 18
 | |
|        20(g_sam):     19(ptr) Variable UniformConstant
 | |
|               22:             TypeVector 7(float) 2
 | |
|               23:    7(float) Constant 1053609165
 | |
|               24:    7(float) Constant 1050253722
 | |
|               25:   22(fvec2) ConstantComposite 23 24
 | |
|               29:             TypeImage 7(float) 1D sampled format:Unknown
 | |
|               30:             TypeSampledImage 29
 | |
|               31:             TypePointer UniformConstant 30
 | |
|      32(g_sam1D):     31(ptr) Variable UniformConstant
 | |
|               34:    7(float) Constant 1056964608
 | |
|      38(g_sam2D):     19(ptr) Variable UniformConstant
 | |
|               40:    7(float) Constant 1058642330
 | |
|               41:   22(fvec2) ConstantComposite 34 40
 | |
|               45:             TypeImage 7(float) 3D sampled format:Unknown
 | |
|               46:             TypeSampledImage 45
 | |
|               47:             TypePointer UniformConstant 46
 | |
|      48(g_sam3D):     47(ptr) Variable UniformConstant
 | |
|               50:             TypeVector 7(float) 3
 | |
|               51:   50(fvec3) ConstantComposite 34 40 23
 | |
|               55:             TypeImage 7(float) Cube sampled format:Unknown
 | |
|               56:             TypeSampledImage 55
 | |
|               57:             TypePointer UniformConstant 56
 | |
|    58(g_samCube):     57(ptr) Variable UniformConstant
 | |
|               64:    8(fvec4) ConstantComposite 23 24 15 15
 | |
|               68:             TypeInt 32 0
 | |
|               69:     68(int) Constant 3
 | |
|               75:    8(fvec4) ConstantComposite 34 15 15 15
 | |
|               82:    8(fvec4) ConstantComposite 34 40 15 15
 | |
|               91:    8(fvec4) ConstantComposite 34 40 23 15
 | |
|              109:             TypePointer Function 9(PS_OUTPUT)
 | |
|              111:             TypeInt 32 1
 | |
|              112:    111(int) Constant 0
 | |
|              114:    7(float) Constant 1092616192
 | |
|              118:    111(int) Constant 1
 | |
|              119:    7(float) Constant 1065353216
 | |
|              120:             TypePointer Function 7(float)
 | |
|              127:             TypePointer Output 8(fvec4)
 | |
| 128(@entryPointOutput.Color):    127(ptr) Variable Output
 | |
|              131:             TypePointer Output 7(float)
 | |
| 132(@entryPointOutput.Depth):    131(ptr) Variable Output
 | |
|          5(main):           3 Function None 4
 | |
|                6:             Label
 | |
| 125(flattenTemp):    109(ptr) Variable Function
 | |
|                               Line 1 15 0
 | |
|              126:9(PS_OUTPUT) FunctionCall 11(@main()
 | |
|                               Store 125(flattenTemp) 126
 | |
|              129:     13(ptr) AccessChain 125(flattenTemp) 112
 | |
|              130:    8(fvec4) Load 129
 | |
|                               Store 128(@entryPointOutput.Color) 130
 | |
|              133:    120(ptr) AccessChain 125(flattenTemp) 118
 | |
|              134:    7(float) Load 133
 | |
|                               Store 132(@entryPointOutput.Depth) 134
 | |
|                               Return
 | |
|                               FunctionEnd
 | |
|       11(@main():9(PS_OUTPUT) Function None 10
 | |
|               12:             Label
 | |
|     14(ColorOut):     13(ptr) Variable Function
 | |
|       110(psout):    109(ptr) Variable Function
 | |
|                               Line 1 18 0
 | |
|                               Store 14(ColorOut) 16
 | |
|                               Line 1 20 0
 | |
|               21:          18 Load 20(g_sam)
 | |
|               26:    8(fvec4) ImageSampleImplicitLod 21 25
 | |
|               27:    8(fvec4) Load 14(ColorOut)
 | |
|               28:    8(fvec4) FAdd 27 26
 | |
|                               Store 14(ColorOut) 28
 | |
|                               Line 1 21 0
 | |
|               33:          30 Load 32(g_sam1D)
 | |
|               35:    8(fvec4) ImageSampleImplicitLod 33 34
 | |
|               36:    8(fvec4) Load 14(ColorOut)
 | |
|               37:    8(fvec4) FAdd 36 35
 | |
|                               Store 14(ColorOut) 37
 | |
|                               Line 1 22 0
 | |
|               39:          18 Load 38(g_sam2D)
 | |
|               42:    8(fvec4) ImageSampleImplicitLod 39 41
 | |
|               43:    8(fvec4) Load 14(ColorOut)
 | |
|               44:    8(fvec4) FAdd 43 42
 | |
|                               Store 14(ColorOut) 44
 | |
|                               Line 1 23 0
 | |
|               49:          46 Load 48(g_sam3D)
 | |
|               52:    8(fvec4) ImageSampleImplicitLod 49 51
 | |
|               53:    8(fvec4) Load 14(ColorOut)
 | |
|               54:    8(fvec4) FAdd 53 52
 | |
|                               Store 14(ColorOut) 54
 | |
|                               Line 1 24 0
 | |
|               59:          56 Load 58(g_samCube)
 | |
|               60:    8(fvec4) ImageSampleImplicitLod 59 51
 | |
|               61:    8(fvec4) Load 14(ColorOut)
 | |
|               62:    8(fvec4) FAdd 61 60
 | |
|                               Store 14(ColorOut) 62
 | |
|                               Line 1 26 0
 | |
|               63:          18 Load 20(g_sam)
 | |
|               65:    7(float) CompositeExtract 64 0
 | |
|               66:    7(float) CompositeExtract 64 1
 | |
|               67:   22(fvec2) CompositeConstruct 65 66
 | |
|               70:    7(float) CompositeExtract 64 3
 | |
|               71:    8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
 | |
|               72:    8(fvec4) Load 14(ColorOut)
 | |
|               73:    8(fvec4) FAdd 72 71
 | |
|                               Store 14(ColorOut) 73
 | |
|                               Line 1 27 0
 | |
|               74:          30 Load 32(g_sam1D)
 | |
|               76:    7(float) CompositeExtract 75 0
 | |
|               77:    7(float) CompositeExtract 75 3
 | |
|               78:    8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
 | |
|               79:    8(fvec4) Load 14(ColorOut)
 | |
|               80:    8(fvec4) FAdd 79 78
 | |
|                               Store 14(ColorOut) 80
 | |
|                               Line 1 28 0
 | |
|               81:          18 Load 38(g_sam2D)
 | |
|               83:    7(float) CompositeExtract 82 0
 | |
|               84:    7(float) CompositeExtract 82 1
 | |
|               85:   22(fvec2) CompositeConstruct 83 84
 | |
|               86:    7(float) CompositeExtract 82 3
 | |
|               87:    8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
 | |
|               88:    8(fvec4) Load 14(ColorOut)
 | |
|               89:    8(fvec4) FAdd 88 87
 | |
|                               Store 14(ColorOut) 89
 | |
|                               Line 1 29 0
 | |
|               90:          46 Load 48(g_sam3D)
 | |
|               92:    7(float) CompositeExtract 91 0
 | |
|               93:    7(float) CompositeExtract 91 1
 | |
|               94:    7(float) CompositeExtract 91 2
 | |
|               95:   50(fvec3) CompositeConstruct 92 93 94
 | |
|               96:    7(float) CompositeExtract 91 3
 | |
|               97:    8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
 | |
|               98:    8(fvec4) Load 14(ColorOut)
 | |
|               99:    8(fvec4) FAdd 98 97
 | |
|                               Store 14(ColorOut) 99
 | |
|                               Line 1 30 0
 | |
|              100:          56 Load 58(g_samCube)
 | |
|              101:    7(float) CompositeExtract 91 0
 | |
|              102:    7(float) CompositeExtract 91 1
 | |
|              103:    7(float) CompositeExtract 91 2
 | |
|              104:   50(fvec3) CompositeConstruct 101 102 103
 | |
|              105:    7(float) CompositeExtract 91 3
 | |
|              106:    8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
 | |
|              107:    8(fvec4) Load 14(ColorOut)
 | |
|              108:    8(fvec4) FAdd 107 106
 | |
|                               Store 14(ColorOut) 108
 | |
|                               Line 1 32 0
 | |
|              113:    8(fvec4) Load 14(ColorOut)
 | |
|              115:    8(fvec4) CompositeConstruct 114 114 114 114
 | |
|              116:    8(fvec4) FDiv 113 115
 | |
|              117:     13(ptr) AccessChain 110(psout) 112
 | |
|                               Store 117 116
 | |
|                               Line 1 33 0
 | |
|              121:    120(ptr) AccessChain 110(psout) 118
 | |
|                               Store 121 119
 | |
|                               Line 1 35 0
 | |
|              122:9(PS_OUTPUT) Load 110(psout)
 | |
|                               ReturnValue 122
 | |
|                               FunctionEnd
 |