
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
239 lines
9.4 KiB
Plaintext
239 lines
9.4 KiB
Plaintext
hlsl.numericsuffixes.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 structure{temp 4-component vector of float color})
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0:5 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child (temp float)
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0:7 'r00' (temp float)
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0:7 Constant:
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0:7 1.000000
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0:8 Sequence
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0:8 move second child to first child (temp uint)
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0:8 'r01' (temp uint)
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0:8 Constant:
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0:8 1 (const uint)
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0:9 Sequence
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0:9 move second child to first child (temp uint)
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0:9 'r02' (temp uint)
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0:9 Constant:
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0:9 2 (const uint)
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0:10 Sequence
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0:10 move second child to first child (temp uint)
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0:10 'r03' (temp uint)
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0:10 Constant:
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0:10 2748 (const uint)
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0:11 Sequence
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0:11 move second child to first child (temp uint)
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0:11 'r04' (temp uint)
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0:11 Constant:
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0:11 2748 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp int)
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0:12 'r05' (temp int)
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0:12 Constant:
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0:12 5 (const int)
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0:13 Sequence
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0:13 move second child to first child (temp int)
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0:13 'r06' (temp int)
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0:13 Constant:
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0:13 6 (const int)
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0:14 Sequence
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0:14 move second child to first child (temp int)
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0:14 'r07' (temp int)
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0:14 Constant:
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0:14 57 (const int)
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0:15 Sequence
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0:15 move second child to first child (temp uint)
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0:15 'r08' (temp uint)
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0:15 Constant:
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0:15 58 (const uint)
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0:18 move second child to first child (temp 4-component vector of float)
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0:18 color: direct index for structure (temp 4-component vector of float)
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0:18 'ps_output' (temp structure{temp 4-component vector of float color})
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0:18 Constant:
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0:18 0 (const int)
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0:18 Construct vec4 (temp 4-component vector of float)
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0:18 Convert int to float (temp float)
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0:18 'r07' (temp int)
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0:19 Branch: Return with expression
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0:19 'ps_output' (temp structure{temp 4-component vector of float color})
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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 Sequence
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0:5 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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0:5 color: direct index for structure (temp 4-component vector of float)
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0:5 Function Call: @main( (temp structure{temp 4-component vector of float color})
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0:5 Constant:
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0:5 0 (const int)
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0:? Linker Objects
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0:? 'color' (layout(location=0 ) out 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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0:5 Function Definition: @main( (temp structure{temp 4-component vector of float color})
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0:5 Function Parameters:
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0:? Sequence
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0:7 Sequence
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0:7 move second child to first child (temp float)
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0:7 'r00' (temp float)
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0:7 Constant:
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0:7 1.000000
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0:8 Sequence
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0:8 move second child to first child (temp uint)
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0:8 'r01' (temp uint)
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0:8 Constant:
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0:8 1 (const uint)
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0:9 Sequence
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0:9 move second child to first child (temp uint)
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0:9 'r02' (temp uint)
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0:9 Constant:
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0:9 2 (const uint)
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0:10 Sequence
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0:10 move second child to first child (temp uint)
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0:10 'r03' (temp uint)
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0:10 Constant:
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0:10 2748 (const uint)
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0:11 Sequence
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0:11 move second child to first child (temp uint)
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0:11 'r04' (temp uint)
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0:11 Constant:
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0:11 2748 (const uint)
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0:12 Sequence
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0:12 move second child to first child (temp int)
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0:12 'r05' (temp int)
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0:12 Constant:
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0:12 5 (const int)
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0:13 Sequence
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0:13 move second child to first child (temp int)
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0:13 'r06' (temp int)
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0:13 Constant:
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0:13 6 (const int)
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0:14 Sequence
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0:14 move second child to first child (temp int)
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0:14 'r07' (temp int)
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0:14 Constant:
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0:14 57 (const int)
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0:15 Sequence
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0:15 move second child to first child (temp uint)
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0:15 'r08' (temp uint)
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0:15 Constant:
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0:15 58 (const uint)
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0:18 move second child to first child (temp 4-component vector of float)
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0:18 color: direct index for structure (temp 4-component vector of float)
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0:18 'ps_output' (temp structure{temp 4-component vector of float color})
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0:18 Constant:
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0:18 0 (const int)
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0:18 Construct vec4 (temp 4-component vector of float)
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0:18 Convert int to float (temp float)
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0:18 'r07' (temp int)
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0:19 Branch: Return with expression
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0:19 'ps_output' (temp structure{temp 4-component vector of float color})
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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 Sequence
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0:5 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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0:5 color: direct index for structure (temp 4-component vector of float)
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0:5 Function Call: @main( (temp structure{temp 4-component vector of float color})
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0:5 Constant:
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0:5 0 (const int)
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0:? Linker Objects
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0:? '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 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 "main" 46
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ExecutionMode 4 OriginUpperLeft
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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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Name 10 "@main("
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Name 13 "r00"
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Name 17 "r01"
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Name 19 "r02"
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Name 21 "r03"
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Name 23 "r04"
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Name 26 "r05"
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Name 28 "r06"
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Name 30 "r07"
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Name 32 "r08"
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Name 35 "ps_output"
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Name 46 "color"
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Decorate 46(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: TypeVector 6(float) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 6(float)
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14: 6(float) Constant 1065353216
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15: TypeInt 32 0
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16: TypePointer Function 15(int)
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18: 15(int) Constant 1
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20: 15(int) Constant 2
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22: 15(int) Constant 2748
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24: TypeInt 32 1
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25: TypePointer Function 24(int)
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27: 24(int) Constant 5
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29: 24(int) Constant 6
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31: 24(int) Constant 57
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33: 15(int) Constant 58
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34: TypePointer Function 8(PS_OUTPUT)
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36: 24(int) Constant 0
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40: TypePointer Function 7(fvec4)
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45: TypePointer Output 7(fvec4)
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46(color): 45(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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47:8(PS_OUTPUT) FunctionCall 10(@main()
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48: 7(fvec4) CompositeExtract 47 0
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Store 46(color) 48
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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13(r00): 12(ptr) Variable Function
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17(r01): 16(ptr) Variable Function
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19(r02): 16(ptr) Variable Function
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21(r03): 16(ptr) Variable Function
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23(r04): 16(ptr) Variable Function
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26(r05): 25(ptr) Variable Function
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28(r06): 25(ptr) Variable Function
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30(r07): 25(ptr) Variable Function
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32(r08): 16(ptr) Variable Function
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35(ps_output): 34(ptr) Variable Function
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Store 13(r00) 14
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Store 17(r01) 18
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Store 19(r02) 20
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Store 21(r03) 22
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Store 23(r04) 22
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Store 26(r05) 27
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Store 28(r06) 29
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Store 30(r07) 31
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Store 32(r08) 33
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37: 24(int) Load 30(r07)
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38: 6(float) ConvertSToF 37
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39: 7(fvec4) CompositeConstruct 38 38 38 38
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41: 40(ptr) AccessChain 35(ps_output) 36
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Store 41 39
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42:8(PS_OUTPUT) Load 35(ps_output)
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ReturnValue 42
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FunctionEnd
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