202 lines
12 KiB
Plaintext
Executable File
202 lines
12 KiB
Plaintext
Executable File
hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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WARNING: 0:30: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
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0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:40 Constant:
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0:40 1 (const uint)
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0:40 Constant:
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0:40 0 (const int)
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0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
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0:? 'b' (layout(location=2 ) flat in bool)
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0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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0:? 'ff1' (in bool Face)
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0:? 'ff2' (layout(location=5 offset=4 ) in bool)
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0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
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0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:40 Constant:
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0:40 1 (const uint)
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0:40 Constant:
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0:40 0 (const int)
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0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
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0:? 'b' (layout(location=2 ) flat in bool)
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0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float)
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0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float)
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0:? 'ff1' (in bool Face)
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0:? 'ff2' (layout(location=5 offset=4 ) in bool)
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0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool)
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0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 49
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 8 "FS"
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MemberName 8(FS) 0 "b3"
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Name 10 "s3"
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Name 20 "myS"
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MemberName 20(myS) 0 "b"
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MemberName 20(myS) 1 "c"
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MemberName 20(myS) 2 "a"
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MemberName 20(myS) 3 "d"
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Name 21 ""
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MemberName 21 0 "i"
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Name 22 "$Global"
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MemberName 22($Global) 0 "s1"
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MemberName 22($Global) 1 "s2"
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MemberName 22($Global) 2 "ff5"
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MemberName 22($Global) 3 "ff6"
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Name 24 ""
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Name 29 "ff4"
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Name 34 "@entryPointOutput"
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Name 35 "input"
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Name 38 "a"
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Name 40 "b"
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Name 42 "c"
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Name 45 "d"
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Name 46 "ff1"
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Name 47 "ff2"
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Name 48 "ff3"
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MemberDecorate 20(myS) 0 Offset 0
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MemberDecorate 20(myS) 1 Offset 4
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MemberDecorate 20(myS) 2 Offset 16
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MemberDecorate 20(myS) 3 Offset 32
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MemberDecorate 21 0 Offset 0
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MemberDecorate 22($Global) 0 Offset 0
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MemberDecorate 22($Global) 1 Offset 48
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MemberDecorate 22($Global) 2 Offset 1620
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MemberDecorate 22($Global) 3 Offset 1636
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Decorate 22($Global) Block
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Decorate 24 DescriptorSet 0
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Decorate 29(ff4) Offset 4
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Decorate 29(ff4) Location 7
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Decorate 29(ff4) Binding 0
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Decorate 34(@entryPointOutput) Location 0
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Decorate 35(input) Location 0
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Decorate 38(a) Location 1
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Decorate 40(b) Flat
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Decorate 40(b) Location 2
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Decorate 42(c) NoPerspective
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Decorate 42(c) Centroid
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Decorate 42(c) Location 3
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Decorate 45(d) Centroid
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Decorate 45(d) Location 4
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Decorate 46(ff1) BuiltIn FrontFacing
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Decorate 47(ff2) Offset 4
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Decorate 47(ff2) Location 5
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Decorate 48(ff3) Offset 4
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Decorate 48(ff3) Location 6
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Decorate 48(ff3) Binding 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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7: TypeVector 6(bool) 3
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8(FS): TypeStruct 7(bvec3)
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9: TypePointer Function 8(FS)
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17: TypeInt 32 0
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18: TypeFloat 32
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19: TypeVector 18(float) 4
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20(myS): TypeStruct 17(int) 17(int) 19(fvec4) 19(fvec4)
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21: TypeStruct 19(fvec4)
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22($Global): TypeStruct 20(myS) 21(struct) 18(float) 18(float)
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23: TypePointer Uniform 22($Global)
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24: 23(ptr) Variable Uniform
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25: TypeInt 32 1
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26: 25(int) Constant 1
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27: 25(int) Constant 0
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28: TypePointer Input 19(fvec4)
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29(ff4): 28(ptr) Variable Input
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31: TypePointer Uniform 19(fvec4)
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33: TypePointer Output 19(fvec4)
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34(@entryPointOutput): 33(ptr) Variable Output
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35(input): 28(ptr) Variable Input
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38(a): 28(ptr) Variable Input
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39: TypePointer Input 6(bool)
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40(b): 39(ptr) Variable Input
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41: TypePointer Input 18(float)
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42(c): 41(ptr) Variable Input
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43: TypeVector 18(float) 2
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44: TypePointer Input 43(fvec2)
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45(d): 44(ptr) Variable Input
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46(ff1): 39(ptr) Variable Input
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47(ff2): 39(ptr) Variable Input
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48(ff3): 39(ptr) Variable Input
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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10(s3): 9(ptr) Variable Function
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11: 8(FS) Load 10(s3)
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12: 8(FS) Load 10(s3)
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13: 7(bvec3) CompositeExtract 11 0
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14: 7(bvec3) CompositeExtract 12 0
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15: 7(bvec3) LogicalEqual 13 14
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16: 6(bool) All 15
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30: 19(fvec4) Load 29(ff4)
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32: 31(ptr) AccessChain 24 26 27
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Store 32 30
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36: 19(fvec4) Load 35(input)
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Store 34(@entryPointOutput) 36
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Return
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FunctionEnd
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