
Texture shadow mode must match the state of the sampler they are combined with. This change does that, both for the AST and the symbol table. Note that the texture cannot easily be *created* the right way, because this may not be known at that time. Instead, the texture is subsequently patched. This cannot work if a single texture is used with both a shadow and non-shadow sampler, so that case is detected and generates an error. This is permitted by the HLSL language, however. See #1073 discussion. Fixed one test source that was using a texture with both shadow and non-shadow samplers.
604 lines
29 KiB
Plaintext
604 lines
29 KiB
Plaintext
hlsl.samplecmplevelzero.offset.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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0:42 move second child to first child ( temp float)
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0:42 'r01' ( temp float)
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0:42 textureLodOffset ( temp float)
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0:42 Construct combined texture-sampler ( temp sampler1DShadow)
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0:42 'g_tTex1df4' (layout( binding=0) uniform texture1DShadow)
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0:42 'g_sSamp' (layout( binding=0) uniform sampler)
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0:42 Construct vec2 ( temp 2-component vector of float)
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0:42 Constant:
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0:42 0.100000
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0:42 Constant:
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0:42 0.750000
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0:42 Constant:
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0:42 0.000000
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0:42 Constant:
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0:42 2 (const int)
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0:43 Sequence
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0:43 move second child to first child ( temp float)
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0:43 'r03' ( temp float)
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0:43 textureLodOffset ( temp float)
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0:43 Construct combined texture-sampler ( temp isampler1DShadow)
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0:43 'g_tTex1di4' ( uniform itexture1DShadow)
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0:43 'g_sSamp' (layout( binding=0) uniform sampler)
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0:43 Construct vec2 ( temp 2-component vector of float)
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0:43 Constant:
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0:43 0.100000
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0:43 Constant:
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0:43 0.750000
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0:43 Constant:
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0:43 0.000000
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0:43 Constant:
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0:43 2 (const int)
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0:44 Sequence
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0:44 move second child to first child ( temp float)
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0:44 'r05' ( temp float)
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0:44 textureLodOffset ( temp float)
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0:44 Construct combined texture-sampler ( temp usampler1DShadow)
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0:44 'g_tTex1du4' ( uniform utexture1DShadow)
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0:44 'g_sSamp' (layout( binding=0) uniform sampler)
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0:44 Construct vec2 ( temp 2-component vector of float)
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0:44 Constant:
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0:44 0.100000
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0:44 Constant:
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0:44 0.750000
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0:44 Constant:
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0:44 0.000000
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0:44 Constant:
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0:44 2 (const int)
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0:47 Sequence
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0:47 move second child to first child ( temp float)
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0:47 'r21' ( temp float)
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0:47 textureLodOffset ( temp float)
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0:47 Construct combined texture-sampler ( temp sampler2DShadow)
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0:47 'g_tTex2df4' ( uniform texture2DShadow)
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0:47 'g_sSamp' (layout( binding=0) uniform sampler)
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0:47 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:47 Constant:
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0:47 0.750000
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0:47 Constant:
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0:47 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:48 Sequence
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0:48 move second child to first child ( temp float)
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0:48 'r23' ( temp float)
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0:48 textureLodOffset ( temp float)
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0:48 Construct combined texture-sampler ( temp isampler2DShadow)
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0:48 'g_tTex2di4' ( uniform itexture2DShadow)
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0:48 'g_sSamp' (layout( binding=0) uniform sampler)
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0:48 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:48 Constant:
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0:48 0.750000
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0:48 Constant:
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0:48 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:49 Sequence
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0:49 move second child to first child ( temp float)
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0:49 'r25' ( temp float)
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0:49 textureLodOffset ( temp float)
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0:49 Construct combined texture-sampler ( temp usampler2DShadow)
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0:49 'g_tTex2du4' ( uniform utexture2DShadow)
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0:49 'g_sSamp' (layout( binding=0) uniform sampler)
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0:49 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:49 Constant:
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0:49 0.750000
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0:49 Constant:
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0:49 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:62 move second child to first child ( temp 4-component vector of float)
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0:62 Color: direct index for structure ( temp 4-component vector of float)
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0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:62 Constant:
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0:62 0 (const int)
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0:62 Constant:
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0:62 1.000000
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0:62 1.000000
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0:62 1.000000
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0:62 1.000000
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0:63 move second child to first child ( temp float)
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0:63 Depth: direct index for structure ( temp float)
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0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:63 Constant:
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0:63 1 (const int)
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0:63 Constant:
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0:63 1.000000
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0:65 Branch: Return with expression
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0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Definition: main( ( temp void)
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0:38 Function Parameters:
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0:? Sequence
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0:38 Sequence
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0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DShadow)
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0:? 'g_tTex1di4' ( uniform itexture1DShadow)
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0:? 'g_tTex1du4' ( uniform utexture1DShadow)
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0:? 'g_tTex2df4' ( uniform texture2DShadow)
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0:? 'g_tTex2di4' ( uniform itexture2DShadow)
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0:? 'g_tTex2du4' ( uniform utexture2DShadow)
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0:? 'g_tTex3df4' ( uniform texture3D)
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0:? 'g_tTex3di4' ( uniform itexture3D)
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0:? 'g_tTex3du4' ( uniform utexture3D)
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'g_tTex1df4a' ( uniform texture1DArray)
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0:? 'g_tTex1di4a' ( uniform itexture1DArray)
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0:? 'g_tTex1du4a' ( uniform utexture1DArray)
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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0:42 move second child to first child ( temp float)
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0:42 'r01' ( temp float)
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0:42 textureLodOffset ( temp float)
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0:42 Construct combined texture-sampler ( temp sampler1DShadow)
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0:42 'g_tTex1df4' (layout( binding=0) uniform texture1DShadow)
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0:42 'g_sSamp' (layout( binding=0) uniform sampler)
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0:42 Construct vec2 ( temp 2-component vector of float)
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0:42 Constant:
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0:42 0.100000
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0:42 Constant:
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0:42 0.750000
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0:42 Constant:
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0:42 0.000000
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0:42 Constant:
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0:42 2 (const int)
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0:43 Sequence
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0:43 move second child to first child ( temp float)
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0:43 'r03' ( temp float)
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0:43 textureLodOffset ( temp float)
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0:43 Construct combined texture-sampler ( temp isampler1DShadow)
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0:43 'g_tTex1di4' ( uniform itexture1DShadow)
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0:43 'g_sSamp' (layout( binding=0) uniform sampler)
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0:43 Construct vec2 ( temp 2-component vector of float)
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0:43 Constant:
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0:43 0.100000
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0:43 Constant:
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0:43 0.750000
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0:43 Constant:
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0:43 0.000000
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0:43 Constant:
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0:43 2 (const int)
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0:44 Sequence
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0:44 move second child to first child ( temp float)
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0:44 'r05' ( temp float)
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0:44 textureLodOffset ( temp float)
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0:44 Construct combined texture-sampler ( temp usampler1DShadow)
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0:44 'g_tTex1du4' ( uniform utexture1DShadow)
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0:44 'g_sSamp' (layout( binding=0) uniform sampler)
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0:44 Construct vec2 ( temp 2-component vector of float)
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0:44 Constant:
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0:44 0.100000
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0:44 Constant:
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0:44 0.750000
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0:44 Constant:
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0:44 0.000000
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0:44 Constant:
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0:44 2 (const int)
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0:47 Sequence
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0:47 move second child to first child ( temp float)
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0:47 'r21' ( temp float)
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0:47 textureLodOffset ( temp float)
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0:47 Construct combined texture-sampler ( temp sampler2DShadow)
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0:47 'g_tTex2df4' ( uniform texture2DShadow)
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0:47 'g_sSamp' (layout( binding=0) uniform sampler)
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0:47 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:47 Constant:
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0:47 0.750000
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0:47 Constant:
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0:47 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:48 Sequence
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0:48 move second child to first child ( temp float)
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0:48 'r23' ( temp float)
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0:48 textureLodOffset ( temp float)
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0:48 Construct combined texture-sampler ( temp isampler2DShadow)
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0:48 'g_tTex2di4' ( uniform itexture2DShadow)
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0:48 'g_sSamp' (layout( binding=0) uniform sampler)
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0:48 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:48 Constant:
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0:48 0.750000
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0:48 Constant:
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0:48 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:49 Sequence
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0:49 move second child to first child ( temp float)
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0:49 'r25' ( temp float)
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0:49 textureLodOffset ( temp float)
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0:49 Construct combined texture-sampler ( temp usampler2DShadow)
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0:49 'g_tTex2du4' ( uniform utexture2DShadow)
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0:49 'g_sSamp' (layout( binding=0) uniform sampler)
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0:49 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:49 Constant:
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0:49 0.750000
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0:49 Constant:
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0:49 0.000000
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0:? Constant:
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0:? 2 (const int)
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0:? 3 (const int)
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0:62 move second child to first child ( temp 4-component vector of float)
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0:62 Color: direct index for structure ( temp 4-component vector of float)
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0:62 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:62 Constant:
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0:62 0 (const int)
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0:62 Constant:
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0:62 1.000000
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0:62 1.000000
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0:62 1.000000
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0:62 1.000000
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0:63 move second child to first child ( temp float)
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0:63 Depth: direct index for structure ( temp float)
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0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:63 Constant:
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0:63 1 (const int)
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0:63 Constant:
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0:63 1.000000
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0:65 Branch: Return with expression
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0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Definition: main( ( temp void)
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0:38 Function Parameters:
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0:? Sequence
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0:38 Sequence
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0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DShadow)
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0:? 'g_tTex1di4' ( uniform itexture1DShadow)
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0:? 'g_tTex1du4' ( uniform utexture1DShadow)
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0:? 'g_tTex2df4' ( uniform texture2DShadow)
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0:? 'g_tTex2di4' ( uniform itexture2DShadow)
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0:? 'g_tTex2du4' ( uniform utexture2DShadow)
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0:? 'g_tTex3df4' ( uniform texture3D)
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0:? 'g_tTex3di4' ( uniform itexture3D)
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0:? 'g_tTex3du4' ( uniform utexture3D)
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'g_tTex1df4a' ( uniform texture1DArray)
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0:? 'g_tTex1di4a' ( uniform itexture1DArray)
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0:? 'g_tTex1du4a' ( uniform utexture1DArray)
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 168
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Capability Shader
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Capability Sampled1D
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Capability SampledCubeArray
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 116 120
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "r01"
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Name 16 "g_tTex1df4"
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Name 20 "g_sSamp"
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Name 33 "r03"
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Name 36 "g_tTex1di4"
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Name 44 "r05"
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Name 48 "g_tTex1du4"
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Name 56 "r21"
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Name 59 "g_tTex2df4"
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Name 75 "r23"
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Name 78 "g_tTex2di4"
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Name 88 "r25"
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Name 91 "g_tTex2du4"
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Name 102 "psout"
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Name 113 "flattenTemp"
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Name 116 "@entryPointOutput.Color"
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Name 120 "@entryPointOutput.Depth"
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Name 125 "g_tTex3df4"
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Name 128 "g_tTex3di4"
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Name 131 "g_tTex3du4"
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Name 134 "g_tTexcdf4"
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Name 137 "g_tTexcdi4"
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Name 140 "g_tTexcdu4"
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Name 143 "g_tTex1df4a"
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Name 146 "g_tTex1di4a"
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Name 149 "g_tTex1du4a"
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Name 152 "g_tTex2df4a"
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Name 155 "g_tTex2di4a"
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Name 158 "g_tTex2du4a"
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Name 161 "g_tTexcdf4a"
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Name 164 "g_tTexcdi4a"
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Name 167 "g_tTexcdu4a"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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Decorate 16(g_tTex1df4) Binding 0
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Decorate 20(g_sSamp) DescriptorSet 0
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Decorate 20(g_sSamp) Binding 0
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Decorate 36(g_tTex1di4) DescriptorSet 0
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Decorate 48(g_tTex1du4) DescriptorSet 0
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Decorate 59(g_tTex2df4) DescriptorSet 0
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Decorate 78(g_tTex2di4) DescriptorSet 0
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Decorate 91(g_tTex2du4) DescriptorSet 0
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Decorate 116(@entryPointOutput.Color) Location 0
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Decorate 120(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 125(g_tTex3df4) DescriptorSet 0
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Decorate 128(g_tTex3di4) DescriptorSet 0
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Decorate 131(g_tTex3du4) DescriptorSet 0
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|
Decorate 134(g_tTexcdf4) DescriptorSet 0
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Decorate 137(g_tTexcdi4) DescriptorSet 0
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Decorate 140(g_tTexcdu4) DescriptorSet 0
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Decorate 143(g_tTex1df4a) DescriptorSet 0
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Decorate 146(g_tTex1di4a) DescriptorSet 0
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Decorate 149(g_tTex1du4a) DescriptorSet 0
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Decorate 152(g_tTex2df4a) DescriptorSet 0
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Decorate 155(g_tTex2di4a) DescriptorSet 0
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Decorate 158(g_tTex2du4a) DescriptorSet 0
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Decorate 161(g_tTexcdf4a) DescriptorSet 0
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Decorate 164(g_tTexcdi4a) DescriptorSet 0
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Decorate 167(g_tTexcdu4a) DescriptorSet 0
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2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeFloat 32
|
|
7: TypeVector 6(float) 4
|
|
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
|
|
9: TypeFunction 8(PS_OUTPUT)
|
|
12: TypePointer Function 6(float)
|
|
14: TypeImage 6(float) 1D depth sampled format:Unknown
|
|
15: TypePointer UniformConstant 14
|
|
16(g_tTex1df4): 15(ptr) Variable UniformConstant
|
|
18: TypeSampler
|
|
19: TypePointer UniformConstant 18
|
|
20(g_sSamp): 19(ptr) Variable UniformConstant
|
|
22: TypeSampledImage 14
|
|
24: 6(float) Constant 1036831949
|
|
25: 6(float) Constant 1061158912
|
|
26: TypeVector 6(float) 2
|
|
28: 6(float) Constant 0
|
|
29: TypeInt 32 1
|
|
30: 29(int) Constant 2
|
|
34: TypeImage 29(int) 1D depth sampled format:Unknown
|
|
35: TypePointer UniformConstant 34
|
|
36(g_tTex1di4): 35(ptr) Variable UniformConstant
|
|
39: TypeSampledImage 34
|
|
45: TypeInt 32 0
|
|
46: TypeImage 45(int) 1D depth sampled format:Unknown
|
|
47: TypePointer UniformConstant 46
|
|
48(g_tTex1du4): 47(ptr) Variable UniformConstant
|
|
51: TypeSampledImage 46
|
|
57: TypeImage 6(float) 2D depth sampled format:Unknown
|
|
58: TypePointer UniformConstant 57
|
|
59(g_tTex2df4): 58(ptr) Variable UniformConstant
|
|
62: TypeSampledImage 57
|
|
64: 6(float) Constant 1045220557
|
|
65: 26(fvec2) ConstantComposite 24 64
|
|
66: TypeVector 6(float) 3
|
|
70: TypeVector 29(int) 2
|
|
71: 29(int) Constant 3
|
|
72: 70(ivec2) ConstantComposite 30 71
|
|
76: TypeImage 29(int) 2D depth sampled format:Unknown
|
|
77: TypePointer UniformConstant 76
|
|
78(g_tTex2di4): 77(ptr) Variable UniformConstant
|
|
81: TypeSampledImage 76
|
|
89: TypeImage 45(int) 2D depth sampled format:Unknown
|
|
90: TypePointer UniformConstant 89
|
|
91(g_tTex2du4): 90(ptr) Variable UniformConstant
|
|
94: TypeSampledImage 89
|
|
101: TypePointer Function 8(PS_OUTPUT)
|
|
103: 29(int) Constant 0
|
|
104: 6(float) Constant 1065353216
|
|
105: 7(fvec4) ConstantComposite 104 104 104 104
|
|
106: TypePointer Function 7(fvec4)
|
|
108: 29(int) Constant 1
|
|
115: TypePointer Output 7(fvec4)
|
|
116(@entryPointOutput.Color): 115(ptr) Variable Output
|
|
119: TypePointer Output 6(float)
|
|
120(@entryPointOutput.Depth): 119(ptr) Variable Output
|
|
123: TypeImage 6(float) 3D sampled format:Unknown
|
|
124: TypePointer UniformConstant 123
|
|
125(g_tTex3df4): 124(ptr) Variable UniformConstant
|
|
126: TypeImage 29(int) 3D sampled format:Unknown
|
|
127: TypePointer UniformConstant 126
|
|
128(g_tTex3di4): 127(ptr) Variable UniformConstant
|
|
129: TypeImage 45(int) 3D sampled format:Unknown
|
|
130: TypePointer UniformConstant 129
|
|
131(g_tTex3du4): 130(ptr) Variable UniformConstant
|
|
132: TypeImage 6(float) Cube sampled format:Unknown
|
|
133: TypePointer UniformConstant 132
|
|
134(g_tTexcdf4): 133(ptr) Variable UniformConstant
|
|
135: TypeImage 29(int) Cube sampled format:Unknown
|
|
136: TypePointer UniformConstant 135
|
|
137(g_tTexcdi4): 136(ptr) Variable UniformConstant
|
|
138: TypeImage 45(int) Cube sampled format:Unknown
|
|
139: TypePointer UniformConstant 138
|
|
140(g_tTexcdu4): 139(ptr) Variable UniformConstant
|
|
141: TypeImage 6(float) 1D array sampled format:Unknown
|
|
142: TypePointer UniformConstant 141
|
|
143(g_tTex1df4a): 142(ptr) Variable UniformConstant
|
|
144: TypeImage 29(int) 1D array sampled format:Unknown
|
|
145: TypePointer UniformConstant 144
|
|
146(g_tTex1di4a): 145(ptr) Variable UniformConstant
|
|
147: TypeImage 45(int) 1D array sampled format:Unknown
|
|
148: TypePointer UniformConstant 147
|
|
149(g_tTex1du4a): 148(ptr) Variable UniformConstant
|
|
150: TypeImage 6(float) 2D array sampled format:Unknown
|
|
151: TypePointer UniformConstant 150
|
|
152(g_tTex2df4a): 151(ptr) Variable UniformConstant
|
|
153: TypeImage 29(int) 2D array sampled format:Unknown
|
|
154: TypePointer UniformConstant 153
|
|
155(g_tTex2di4a): 154(ptr) Variable UniformConstant
|
|
156: TypeImage 45(int) 2D array sampled format:Unknown
|
|
157: TypePointer UniformConstant 156
|
|
158(g_tTex2du4a): 157(ptr) Variable UniformConstant
|
|
159: TypeImage 6(float) Cube array sampled format:Unknown
|
|
160: TypePointer UniformConstant 159
|
|
161(g_tTexcdf4a): 160(ptr) Variable UniformConstant
|
|
162: TypeImage 29(int) Cube array sampled format:Unknown
|
|
163: TypePointer UniformConstant 162
|
|
164(g_tTexcdi4a): 163(ptr) Variable UniformConstant
|
|
165: TypeImage 45(int) Cube array sampled format:Unknown
|
|
166: TypePointer UniformConstant 165
|
|
167(g_tTexcdu4a): 166(ptr) Variable UniformConstant
|
|
4(main): 2 Function None 3
|
|
5: Label
|
|
113(flattenTemp): 101(ptr) Variable Function
|
|
114:8(PS_OUTPUT) FunctionCall 10(@main()
|
|
Store 113(flattenTemp) 114
|
|
117: 106(ptr) AccessChain 113(flattenTemp) 103
|
|
118: 7(fvec4) Load 117
|
|
Store 116(@entryPointOutput.Color) 118
|
|
121: 12(ptr) AccessChain 113(flattenTemp) 108
|
|
122: 6(float) Load 121
|
|
Store 120(@entryPointOutput.Depth) 122
|
|
Return
|
|
FunctionEnd
|
|
10(@main():8(PS_OUTPUT) Function None 9
|
|
11: Label
|
|
13(r01): 12(ptr) Variable Function
|
|
33(r03): 12(ptr) Variable Function
|
|
44(r05): 12(ptr) Variable Function
|
|
56(r21): 12(ptr) Variable Function
|
|
75(r23): 12(ptr) Variable Function
|
|
88(r25): 12(ptr) Variable Function
|
|
102(psout): 101(ptr) Variable Function
|
|
17: 14 Load 16(g_tTex1df4)
|
|
21: 18 Load 20(g_sSamp)
|
|
23: 22 SampledImage 17 21
|
|
27: 26(fvec2) CompositeConstruct 24 25
|
|
31: 6(float) CompositeExtract 27 1
|
|
32: 6(float) ImageSampleDrefExplicitLod 23 27 31 Lod ConstOffset 28 30
|
|
Store 13(r01) 32
|
|
37: 34 Load 36(g_tTex1di4)
|
|
38: 18 Load 20(g_sSamp)
|
|
40: 39 SampledImage 37 38
|
|
41: 26(fvec2) CompositeConstruct 24 25
|
|
42: 6(float) CompositeExtract 41 1
|
|
43: 6(float) ImageSampleDrefExplicitLod 40 41 42 Lod ConstOffset 28 30
|
|
Store 33(r03) 43
|
|
49: 46 Load 48(g_tTex1du4)
|
|
50: 18 Load 20(g_sSamp)
|
|
52: 51 SampledImage 49 50
|
|
53: 26(fvec2) CompositeConstruct 24 25
|
|
54: 6(float) CompositeExtract 53 1
|
|
55: 6(float) ImageSampleDrefExplicitLod 52 53 54 Lod ConstOffset 28 30
|
|
Store 44(r05) 55
|
|
60: 57 Load 59(g_tTex2df4)
|
|
61: 18 Load 20(g_sSamp)
|
|
63: 62 SampledImage 60 61
|
|
67: 6(float) CompositeExtract 65 0
|
|
68: 6(float) CompositeExtract 65 1
|
|
69: 66(fvec3) CompositeConstruct 67 68 25
|
|
73: 6(float) CompositeExtract 69 2
|
|
74: 6(float) ImageSampleDrefExplicitLod 63 69 73 Lod ConstOffset 28 72
|
|
Store 56(r21) 74
|
|
79: 76 Load 78(g_tTex2di4)
|
|
80: 18 Load 20(g_sSamp)
|
|
82: 81 SampledImage 79 80
|
|
83: 6(float) CompositeExtract 65 0
|
|
84: 6(float) CompositeExtract 65 1
|
|
85: 66(fvec3) CompositeConstruct 83 84 25
|
|
86: 6(float) CompositeExtract 85 2
|
|
87: 6(float) ImageSampleDrefExplicitLod 82 85 86 Lod ConstOffset 28 72
|
|
Store 75(r23) 87
|
|
92: 89 Load 91(g_tTex2du4)
|
|
93: 18 Load 20(g_sSamp)
|
|
95: 94 SampledImage 92 93
|
|
96: 6(float) CompositeExtract 65 0
|
|
97: 6(float) CompositeExtract 65 1
|
|
98: 66(fvec3) CompositeConstruct 96 97 25
|
|
99: 6(float) CompositeExtract 98 2
|
|
100: 6(float) ImageSampleDrefExplicitLod 95 98 99 Lod ConstOffset 28 72
|
|
Store 88(r25) 100
|
|
107: 106(ptr) AccessChain 102(psout) 103
|
|
Store 107 105
|
|
109: 12(ptr) AccessChain 102(psout) 108
|
|
Store 109 104
|
|
110:8(PS_OUTPUT) Load 102(psout)
|
|
ReturnValue 110
|
|
FunctionEnd
|