This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
125 lines
5.5 KiB
Plaintext
125 lines
5.5 KiB
Plaintext
hlsl.intrinsics.d3dcolortoubyte4.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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0:5 Function Definition: @main( (temp 4-component vector of int)
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0:5 Function Parameters:
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Convert float to int (temp 4-component vector of int)
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0:6 vector-scale (temp 4-component vector of float)
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0:6 Constant:
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0:6 255.001953
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0:6 vector swizzle (temp 4-component vector of float)
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0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 Sequence
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0:6 Constant:
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0:6 2 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 3 (const int)
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0:5 Function Definition: main( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of int)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:5 Function Call: @main( (temp 4-component vector of int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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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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0:5 Function Definition: @main( (temp 4-component vector of int)
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0:5 Function Parameters:
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Convert float to int (temp 4-component vector of int)
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0:6 vector-scale (temp 4-component vector of float)
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0:6 Constant:
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0:6 255.001953
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0:6 vector swizzle (temp 4-component vector of float)
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0:6 col4: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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0:6 Constant:
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0:6 0 (const uint)
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0:6 Sequence
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0:6 Constant:
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0:6 2 (const int)
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0:6 Constant:
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0:6 1 (const int)
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0:6 Constant:
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0:6 0 (const int)
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0:6 Constant:
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0:6 3 (const int)
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0:5 Function Definition: main( (temp void)
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0:5 Function Parameters:
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of int)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:5 Function Call: @main( (temp 4-component vector of int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of int)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float col4})
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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 29
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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 "main" 27
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "@main("
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Name 14 "$Global"
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MemberName 14($Global) 0 "col4"
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Name 16 ""
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Name 27 "@entryPointOutput"
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MemberDecorate 14($Global) 0 Offset 0
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Decorate 14($Global) Block
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Decorate 16 DescriptorSet 0
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Decorate 27(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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7: TypeVector 6(int) 4
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8: TypeFunction 7(ivec4)
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11: TypeFloat 32
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12: 11(float) Constant 1132396672
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13: TypeVector 11(float) 4
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14($Global): TypeStruct 13(fvec4)
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15: TypePointer Uniform 14($Global)
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16: 15(ptr) Variable Uniform
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17: 6(int) Constant 0
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18: TypePointer Uniform 13(fvec4)
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26: TypePointer Output 7(ivec4)
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27(@entryPointOutput): 26(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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28: 7(ivec4) FunctionCall 9(@main()
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Store 27(@entryPointOutput) 28
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Return
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FunctionEnd
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9(@main(): 7(ivec4) Function None 8
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10: Label
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19: 18(ptr) AccessChain 16 17
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20: 13(fvec4) Load 19
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21: 13(fvec4) VectorShuffle 20 20 2 1 0 3
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22: 13(fvec4) VectorTimesScalar 21 12
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23: 7(ivec4) ConvertFToS 22
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ReturnValue 23
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FunctionEnd
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