
This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
201 lines
13 KiB
Plaintext
201 lines
13 KiB
Plaintext
hlsl.load.rwbuffer.dx10.frag
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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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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:31 Color: direct index for structure (temp 4-component vector of float)
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:31 Constant:
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0:31 0 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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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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0:22 Function Definition: main( (temp structure{temp 4-component vector of float Color})
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0:22 Function Parameters:
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0:? Sequence
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0:25 imageLoad (temp 4-component vector of float)
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0:25 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:25 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:25 Constant:
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0:25 0 (const uint)
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0:26 imageLoad (temp 4-component vector of uint)
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0:26 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:26 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:26 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:26 Constant:
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0:26 0 (const uint)
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0:27 imageLoad (temp 4-component vector of int)
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0:27 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:27 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:27 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:27 Constant:
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0:27 0 (const uint)
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0:29 move second child to first child (temp 4-component vector of float)
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0:29 Color: direct index for structure (temp 4-component vector of float)
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0:29 'psout' (temp structure{temp 4-component vector of float Color})
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0:29 Constant:
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0:29 0 (const int)
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0:29 Constant:
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:29 1.000000
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0:31 Sequence
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0:31 Sequence
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0:31 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:31 Color: direct index for structure (temp 4-component vector of float)
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0:31 'psout' (temp structure{temp 4-component vector of float Color})
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0:31 Constant:
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0:31 0 (const int)
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0:31 Branch: Return
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0:? Linker Objects
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0:? 'g_tBuffF' (layout(rgba32f ) uniform imageBuffer)
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0:? 'g_tBuffI' (layout(rgba32i ) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout(rgba32ui ) uniform uimageBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 52
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Capability Shader
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Capability SampledBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 48
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tBuffF"
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Name 15 "$Global"
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MemberName 15($Global) 0 "c1"
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MemberName 15($Global) 1 "c2"
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MemberName 15($Global) 2 "c3"
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MemberName 15($Global) 3 "c4"
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MemberName 15($Global) 4 "o1"
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MemberName 15($Global) 5 "o2"
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MemberName 15($Global) 6 "o3"
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MemberName 15($Global) 7 "o4"
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Name 17 ""
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Name 27 "g_tBuffU"
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Name 35 "g_tBuffI"
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Name 40 "PS_OUTPUT"
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MemberName 40(PS_OUTPUT) 0 "Color"
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Name 42 "psout"
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Name 48 "Color"
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Decorate 9(g_tBuffF) DescriptorSet 0
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MemberDecorate 15($Global) 0 Offset 0
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MemberDecorate 15($Global) 1 Offset 8
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MemberDecorate 15($Global) 2 Offset 16
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MemberDecorate 15($Global) 3 Offset 32
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MemberDecorate 15($Global) 4 Offset 48
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MemberDecorate 15($Global) 5 Offset 56
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MemberDecorate 15($Global) 6 Offset 64
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MemberDecorate 15($Global) 7 Offset 80
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Decorate 15($Global) Block
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Decorate 17 DescriptorSet 0
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Decorate 27(g_tBuffU) DescriptorSet 0
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Decorate 35(g_tBuffI) DescriptorSet 0
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Decorate 48(Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeImage 6(float) Buffer nonsampled format:Rgba32f
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8: TypePointer UniformConstant 7
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9(g_tBuffF): 8(ptr) Variable UniformConstant
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11: TypeInt 32 1
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12: TypeVector 11(int) 2
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13: TypeVector 11(int) 3
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14: TypeVector 11(int) 4
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15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
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16: TypePointer Uniform 15($Global)
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17: 16(ptr) Variable Uniform
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18: 11(int) Constant 0
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19: TypePointer Uniform 11(int)
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22: TypeVector 6(float) 4
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24: TypeInt 32 0
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25: TypeImage 24(int) Buffer nonsampled format:Rgba32ui
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26: TypePointer UniformConstant 25
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27(g_tBuffU): 26(ptr) Variable UniformConstant
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31: TypeVector 24(int) 4
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33: TypeImage 11(int) Buffer nonsampled format:Rgba32i
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34: TypePointer UniformConstant 33
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35(g_tBuffI): 34(ptr) Variable UniformConstant
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40(PS_OUTPUT): TypeStruct 22(fvec4)
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41: TypePointer Function 40(PS_OUTPUT)
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43: 6(float) Constant 1065353216
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44: 22(fvec4) ConstantComposite 43 43 43 43
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45: TypePointer Function 22(fvec4)
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47: TypePointer Output 22(fvec4)
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48(Color): 47(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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42(psout): 41(ptr) Variable Function
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10: 7 Load 9(g_tBuffF)
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20: 19(ptr) AccessChain 17 18
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21: 11(int) Load 20
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23: 22(fvec4) ImageRead 10 21
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28: 25 Load 27(g_tBuffU)
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29: 19(ptr) AccessChain 17 18
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30: 11(int) Load 29
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32: 31(ivec4) ImageRead 28 30
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36: 33 Load 35(g_tBuffI)
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37: 19(ptr) AccessChain 17 18
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38: 11(int) Load 37
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39: 14(ivec4) ImageRead 36 38
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46: 45(ptr) AccessChain 42(psout) 18
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Store 46 44
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49: 45(ptr) AccessChain 42(psout) 18
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50: 22(fvec4) Load 49
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Store 48(Color) 50
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Return
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FunctionEnd
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