Specifically, make GLSL link error messages more specific and output only information relevant to the error. Also change type printing to more closely reflect GLSL syntax. This is the default for link error messages, but must me enabled with the new option --enhanced-msgs for compilation error messages. Also with --enhanced-msgs, only emit one error message per source line.
789 lines
38 KiB
Plaintext
789 lines
38 KiB
Plaintext
iomap.crossStage.2.vert
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Shader version: 460
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0:? Sequence
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0:32 Function Definition: main( ( global void)
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0:32 Function Parameters:
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0:34 Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 'vgo1' ( smooth out 4-component vector of float)
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0:34 Constant:
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0:34 0.000000
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0:34 0.000000
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0:34 0.000000
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0:34 0.000000
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0:35 move second child to first child ( temp 2-component vector of float)
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0:35 'vgo2' ( smooth out 2-component vector of float)
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0:35 Constant:
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0:35 0.000000
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0:35 0.000000
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0:36 move second child to first child ( temp 4-component vector of float)
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0:36 o3: direct index for structure ( out 4-component vector of float)
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0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
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0:36 Constant:
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0:36 0 (const uint)
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0:36 Constant:
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0:36 0.000000
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0:36 0.000000
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0:36 0.000000
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0:36 0.000000
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0:? Linker Objects
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0:? 'vgo1' ( smooth out 4-component vector of float)
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0:? 'vgo2' ( smooth out 2-component vector of float)
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0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
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0:? 'u1' ( uniform 2-component vector of float)
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0:? 'u2' ( uniform 3-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'u3' ( uniform 4-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'um2' ( uniform 2X2 matrix of float)
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0:? 4.000000
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0:? 0.000000
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0:? 0.000000
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0:? 4.000000
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0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
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0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
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0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1})
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0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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iomap.crossStage.2.geom
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Shader version: 460
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invocations = -1
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max_vertices = 3
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input primitive = points
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output primitive = triangle_strip
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0:? Sequence
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0:29 Function Definition: main( ( global void)
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0:29 Function Parameters:
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0:31 Sequence
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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 int)
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0:31 'i' ( temp int)
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0:31 Constant:
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0:31 0 (const int)
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0:31 Loop with condition tested first
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0:31 Loop Condition
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0:31 Compare Less Than ( temp bool)
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0:31 'i' ( temp int)
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0:31 Constant:
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0:31 3 (const int)
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0:31 Loop Body
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0:32 Sequence
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 'gfo1' (layout( stream=0) out 4-component vector of float)
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0:32 Constant:
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0:32 0.000000
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0:32 0.000000
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0:32 0.000000
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0:32 0.000000
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0:33 move second child to first child ( temp 2-component vector of float)
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0:33 'gfo2' (layout( stream=0) out 2-component vector of float)
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0:33 Constant:
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0:33 0.000000
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0:33 0.000000
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float)
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0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
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0:34 Constant:
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0:34 0 (const int)
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0:34 o3: direct index for structure ( in 4-component vector of float)
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0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3})
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0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
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0:34 'i' ( temp int)
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0:34 Constant:
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0:34 0 (const int)
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0:35 EmitVertex ( global void)
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0:31 Loop Terminal Expression
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0:31 Post-Increment ( temp int)
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0:31 'i' ( temp int)
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0:37 EndPrimitive ( global void)
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0:? Linker Objects
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0:? 'vgo1' ( in 1-element array of 4-component vector of float)
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0:? 'vgo2' ( in 1-element array of 2-component vector of float)
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0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
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0:? 'gfo1' (layout( stream=0) out 4-component vector of float)
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0:? 'gfo2' (layout( stream=0) out 2-component vector of float)
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0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
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0:? 'u1' ( uniform 2-component vector of float)
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0:? 'u2' ( uniform 3-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'u3' ( uniform 4-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
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iomap.crossStage.2.frag
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Shader version: 460
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0:? Sequence
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0:37 Function Definition: main( ( global void)
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0:37 Function Parameters:
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0:39 Sequence
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0:39 Sequence
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 'color' ( temp 4-component vector of float)
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0:39 component-wise multiply ( temp 4-component vector of float)
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0:39 component-wise multiply ( temp 4-component vector of float)
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0:39 component-wise multiply ( temp 4-component vector of float)
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0:39 'gfo1' ( smooth in 4-component vector of float)
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0:39 vector swizzle ( temp 4-component vector of float)
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0:39 'u1' ( uniform 2-component vector of float)
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0:39 Sequence
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 1 (const int)
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 1 (const int)
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0:39 vector swizzle ( temp 4-component vector of float)
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0:39 'u2' ( uniform 3-component vector of float)
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0:39 Sequence
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 1 (const int)
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0:39 Constant:
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0:39 2 (const int)
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0:39 Constant:
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0:39 0 (const int)
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0:39 vector swizzle ( temp 4-component vector of float)
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0:39 'u3' ( uniform 4-component vector of float)
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0:39 0.000000
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0:39 0.000000
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0:39 0.000000
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0:39 0.000000
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0:39 Sequence
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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0:39 1 (const int)
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0:39 Constant:
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0:39 2 (const int)
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0:39 Constant:
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0:39 3 (const int)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 'outColor' ( out 4-component vector of float)
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0:40 'color' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3})
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0:? 'gfo1' ( smooth in 4-component vector of float)
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0:? 'gfo2' ( smooth in 2-component vector of float)
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0:? 'outColor' ( out 4-component vector of float)
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0:? 'u1' ( uniform 2-component vector of float)
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0:? 'u2' ( uniform 3-component vector of float)
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0:? 'u3' ( uniform 4-component vector of float)
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 0.000000
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0:? 'um2' ( uniform 2X2 matrix of float)
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0:? 4.000000
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0:? 0.000000
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0:? 0.000000
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0:? 4.000000
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0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
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0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
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0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1})
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0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
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Linked vertex stage:
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Linked geometry stage:
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Linked fragment stage:
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WARNING: Linking unknown stage and fragment stages: Matched shader interfaces are using different instance names.
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unknown stage stage: Block: crossStageBlock2 Instance: blockName1: ""
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fragment stage: Block: crossStageBlock2 Instance: blockName2: ""
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Shader version: 460
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0:? Sequence
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0:32 Function Definition: main( ( global void)
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0:32 Function Parameters:
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0:34 Sequence
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 'vgo1' ( smooth out 4-component vector of float)
|
|
0:34 Constant:
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0:34 0.000000
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0:34 0.000000
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0:34 0.000000
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0:34 0.000000
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0:35 move second child to first child ( temp 2-component vector of float)
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0:35 'vgo2' ( smooth out 2-component vector of float)
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|
0:35 Constant:
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0:35 0.000000
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0:35 0.000000
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0:36 move second child to first child ( temp 4-component vector of float)
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|
0:36 o3: direct index for structure ( out 4-component vector of float)
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0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
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|
0:36 Constant:
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0:36 0 (const uint)
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|
0:36 Constant:
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0:36 0.000000
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0:36 0.000000
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0:36 0.000000
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0:36 0.000000
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0:? Linker Objects
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|
0:? 'vgo1' ( smooth out 4-component vector of float)
|
|
0:? 'vgo2' ( smooth out 2-component vector of float)
|
|
0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3})
|
|
0:? 'u1' ( uniform 2-component vector of float)
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|
0:? 'u2' ( uniform 3-component vector of float)
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|
0:? 0.000000
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|
0:? 0.000000
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|
0:? 0.000000
|
|
0:? 'u3' ( uniform 4-component vector of float)
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 'um2' ( uniform 2X2 matrix of float)
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|
0:? 4.000000
|
|
0:? 0.000000
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|
0:? 0.000000
|
|
0:? 4.000000
|
|
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
|
|
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
|
|
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1})
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|
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Shader version: 460
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invocations = 1
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max_vertices = 3
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input primitive = points
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output primitive = triangle_strip
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0:? Sequence
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0:29 Function Definition: main( ( global void)
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0:29 Function Parameters:
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0:31 Sequence
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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 int)
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0:31 'i' ( temp int)
|
|
0:31 Constant:
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0:31 0 (const int)
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0:31 Loop with condition tested first
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0:31 Loop Condition
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0:31 Compare Less Than ( temp bool)
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0:31 'i' ( temp int)
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0:31 Constant:
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0:31 3 (const int)
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0:31 Loop Body
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0:32 Sequence
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0:32 move second child to first child ( temp 4-component vector of float)
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|
0:32 'gfo1' (layout( stream=0) out 4-component vector of float)
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|
0:32 Constant:
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0:32 0.000000
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|
0:32 0.000000
|
|
0:32 0.000000
|
|
0:32 0.000000
|
|
0:33 move second child to first child ( temp 2-component vector of float)
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|
0:33 'gfo2' (layout( stream=0) out 2-component vector of float)
|
|
0:33 Constant:
|
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0:33 0.000000
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0:33 0.000000
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0:34 move second child to first child ( temp 4-component vector of float)
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|
0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float)
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0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
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0:34 Constant:
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0:34 0 (const int)
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0:34 o3: direct index for structure ( in 4-component vector of float)
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0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3})
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0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
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0:34 'i' ( temp int)
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0:34 Constant:
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0:34 0 (const int)
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0:35 EmitVertex ( global void)
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0:31 Loop Terminal Expression
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0:31 Post-Increment ( temp int)
|
|
0:31 'i' ( temp int)
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0:37 EndPrimitive ( global void)
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0:? Linker Objects
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|
0:? 'vgo1' ( in 1-element array of 4-component vector of float)
|
|
0:? 'vgo2' ( in 1-element array of 2-component vector of float)
|
|
0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3})
|
|
0:? 'gfo1' (layout( stream=0) out 4-component vector of float)
|
|
0:? 'gfo2' (layout( stream=0) out 2-component vector of float)
|
|
0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3})
|
|
0:? 'u1' ( uniform 2-component vector of float)
|
|
0:? 'u2' ( uniform 3-component vector of float)
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 'u3' ( uniform 4-component vector of float)
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
|
|
Shader version: 460
|
|
0:? Sequence
|
|
0:37 Function Definition: main( ( global void)
|
|
0:37 Function Parameters:
|
|
0:39 Sequence
|
|
0:39 Sequence
|
|
0:39 move second child to first child ( temp 4-component vector of float)
|
|
0:39 'color' ( temp 4-component vector of float)
|
|
0:39 component-wise multiply ( temp 4-component vector of float)
|
|
0:39 component-wise multiply ( temp 4-component vector of float)
|
|
0:39 component-wise multiply ( temp 4-component vector of float)
|
|
0:39 'gfo1' ( smooth in 4-component vector of float)
|
|
0:39 vector swizzle ( temp 4-component vector of float)
|
|
0:39 'u1' ( uniform 2-component vector of float)
|
|
0:39 Sequence
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 Constant:
|
|
0:39 1 (const int)
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 Constant:
|
|
0:39 1 (const int)
|
|
0:39 vector swizzle ( temp 4-component vector of float)
|
|
0:39 'u2' ( uniform 3-component vector of float)
|
|
0:39 Sequence
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 Constant:
|
|
0:39 1 (const int)
|
|
0:39 Constant:
|
|
0:39 2 (const int)
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 vector swizzle ( temp 4-component vector of float)
|
|
0:39 'u3' ( uniform 4-component vector of float)
|
|
0:39 0.000000
|
|
0:39 0.000000
|
|
0:39 0.000000
|
|
0:39 0.000000
|
|
0:39 Sequence
|
|
0:39 Constant:
|
|
0:39 0 (const int)
|
|
0:39 Constant:
|
|
0:39 1 (const int)
|
|
0:39 Constant:
|
|
0:39 2 (const int)
|
|
0:39 Constant:
|
|
0:39 3 (const int)
|
|
0:40 move second child to first child ( temp 4-component vector of float)
|
|
0:40 'outColor' ( out 4-component vector of float)
|
|
0:40 'color' ( temp 4-component vector of float)
|
|
0:? Linker Objects
|
|
0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3})
|
|
0:? 'gfo1' ( smooth in 4-component vector of float)
|
|
0:? 'gfo2' ( smooth in 2-component vector of float)
|
|
0:? 'outColor' ( out 4-component vector of float)
|
|
0:? 'u1' ( uniform 2-component vector of float)
|
|
0:? 'u2' ( uniform 3-component vector of float)
|
|
0:? 'u3' ( uniform 4-component vector of float)
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 'um2' ( uniform 2X2 matrix of float)
|
|
0:? 4.000000
|
|
0:? 0.000000
|
|
0:? 0.000000
|
|
0:? 4.000000
|
|
0:? 'glass' (layout( location=0 binding=0) uniform sampler2D)
|
|
0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b})
|
|
0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1})
|
|
0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b})
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 56
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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 Vertex 4 "main" 9 14 18 54 55
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Source GLSL 460
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Name 4 "main"
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Name 9 "vgo1"
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Name 14 "vgo2"
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Name 16 "outBlock"
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MemberName 16(outBlock) 0 "o3"
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Name 18 ""
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Name 23 "u1"
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Name 27 "u2"
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Name 29 "u3"
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Name 36 "um2"
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Name 40 "glass"
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Name 41 "crossStageBlock1"
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MemberName 41(crossStageBlock1) 0 "a"
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MemberName 41(crossStageBlock1) 1 "b"
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Name 43 ""
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Name 44 "vertOnlyBlock"
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MemberName 44(vertOnlyBlock) 0 "vb1"
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Name 46 ""
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Name 47 "crossStageBlock2"
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MemberName 47(crossStageBlock2) 0 "a"
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MemberName 47(crossStageBlock2) 1 "b"
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Name 52 "blockName1"
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Name 54 "gl_VertexID"
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Name 55 "gl_InstanceID"
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Decorate 9(vgo1) Location 0
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Decorate 14(vgo2) Location 1
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Decorate 16(outBlock) Block
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Decorate 18 Location 5
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Decorate 23(u1) Location 1
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Decorate 23(u1) DescriptorSet 0
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Decorate 27(u2) Location 2
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Decorate 27(u2) DescriptorSet 0
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Decorate 29(u3) Location 3
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Decorate 29(u3) DescriptorSet 0
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Decorate 36(um2) Location 4
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Decorate 36(um2) DescriptorSet 0
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Decorate 40(glass) Location 0
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Decorate 40(glass) DescriptorSet 0
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Decorate 40(glass) Binding 0
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MemberDecorate 41(crossStageBlock1) 0 Offset 0
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MemberDecorate 41(crossStageBlock1) 1 Offset 16
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Decorate 41(crossStageBlock1) Block
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Decorate 43 DescriptorSet 0
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Decorate 43 Binding 0
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MemberDecorate 44(vertOnlyBlock) 0 Offset 0
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Decorate 44(vertOnlyBlock) BufferBlock
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Decorate 46 DescriptorSet 0
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Decorate 46 Binding 0
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MemberDecorate 47(crossStageBlock2) 0 Offset 0
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MemberDecorate 47(crossStageBlock2) 1 Offset 16
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Decorate 47(crossStageBlock2) Block
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Decorate 52(blockName1) DescriptorSet 0
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Decorate 52(blockName1) Binding 0
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Decorate 54(gl_VertexID) BuiltIn VertexId
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Decorate 55(gl_InstanceID) BuiltIn InstanceId
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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: TypePointer Output 7(fvec4)
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9(vgo1): 8(ptr) Variable Output
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10: 6(float) Constant 0
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11: 7(fvec4) ConstantComposite 10 10 10 10
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12: TypeVector 6(float) 2
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13: TypePointer Output 12(fvec2)
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14(vgo2): 13(ptr) Variable Output
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15: 12(fvec2) ConstantComposite 10 10
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16(outBlock): TypeStruct 7(fvec4)
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17: TypePointer Output 16(outBlock)
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18: 17(ptr) Variable Output
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19: TypeInt 32 1
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20: 19(int) Constant 0
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22: TypePointer UniformConstant 12(fvec2)
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23(u1): 22(ptr) Variable UniformConstant
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24: TypeVector 6(float) 3
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25: 24(fvec3) ConstantComposite 10 10 10
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26: TypePointer UniformConstant 24(fvec3)
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27(u2): 26(ptr) Variable UniformConstant 25
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28: TypePointer UniformConstant 7(fvec4)
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29(u3): 28(ptr) Variable UniformConstant 11
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30: TypeMatrix 12(fvec2) 2
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31: 6(float) Constant 1082130432
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32: 12(fvec2) ConstantComposite 31 10
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33: 12(fvec2) ConstantComposite 10 31
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34: 30 ConstantComposite 32 33
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35: TypePointer UniformConstant 30
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36(um2): 35(ptr) Variable UniformConstant 34
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37: TypeImage 6(float) 2D sampled format:Unknown
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38: TypeSampledImage 37
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39: TypePointer UniformConstant 38
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40(glass): 39(ptr) Variable UniformConstant
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41(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4)
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42: TypePointer Uniform 41(crossStageBlock1)
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43: 42(ptr) Variable Uniform
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44(vertOnlyBlock): TypeStruct 12(fvec2)
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45: TypePointer Uniform 44(vertOnlyBlock)
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46: 45(ptr) Variable Uniform
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47(crossStageBlock2): TypeStruct 7(fvec4) 12(fvec2)
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48: TypeInt 32 0
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49: 48(int) Constant 2
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50: TypeArray 47(crossStageBlock2) 49
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51: TypePointer Uniform 50
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52(blockName1): 51(ptr) Variable Uniform
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53: TypePointer Input 19(int)
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54(gl_VertexID): 53(ptr) Variable Input
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55(gl_InstanceID): 53(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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Store 9(vgo1) 11
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Store 14(vgo2) 15
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21: 8(ptr) AccessChain 18 20
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Store 21 11
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Return
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FunctionEnd
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 65
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Capability Geometry
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Geometry 4 "main" 22 27 31 37 48 51
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ExecutionMode 4 InputPoints
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ExecutionMode 4 Invocations 1
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ExecutionMode 4 OutputTriangleStrip
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ExecutionMode 4 OutputVertices 3
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Source GLSL 460
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Name 4 "main"
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Name 8 "i"
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Name 22 "gfo1"
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Name 27 "gfo2"
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Name 29 "outBlock"
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MemberName 29(outBlock) 0 "o3"
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Name 31 "gf_out"
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Name 32 "outBlock"
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MemberName 32(outBlock) 0 "o3"
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Name 37 "inBlock"
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Name 48 "vgo1"
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Name 51 "vgo2"
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Name 53 "u1"
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Name 57 "u2"
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Name 59 "u3"
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Name 60 "crossStageBlock2"
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MemberName 60(crossStageBlock2) 0 "a"
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MemberName 60(crossStageBlock2) 1 "b"
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Name 64 "blockName1"
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Decorate 22(gfo1) Location 0
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Decorate 27(gfo2) Location 1
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Decorate 29(outBlock) Block
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Decorate 31(gf_out) Location 5
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Decorate 32(outBlock) Block
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Decorate 37(inBlock) Location 5
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Decorate 48(vgo1) Location 0
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Decorate 51(vgo2) Location 1
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Decorate 53(u1) Location 1
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Decorate 53(u1) DescriptorSet 0
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Decorate 57(u2) Location 2
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Decorate 57(u2) DescriptorSet 0
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Decorate 59(u3) Location 3
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Decorate 59(u3) DescriptorSet 0
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MemberDecorate 60(crossStageBlock2) 0 Offset 0
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MemberDecorate 60(crossStageBlock2) 1 Offset 16
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Decorate 60(crossStageBlock2) Block
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Decorate 64(blockName1) DescriptorSet 0
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Decorate 64(blockName1) Binding 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: TypePointer Function 6(int)
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9: 6(int) Constant 0
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16: 6(int) Constant 3
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17: TypeBool
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19: TypeFloat 32
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20: TypeVector 19(float) 4
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21: TypePointer Output 20(fvec4)
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22(gfo1): 21(ptr) Variable Output
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23: 19(float) Constant 0
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24: 20(fvec4) ConstantComposite 23 23 23 23
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25: TypeVector 19(float) 2
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26: TypePointer Output 25(fvec2)
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27(gfo2): 26(ptr) Variable Output
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28: 25(fvec2) ConstantComposite 23 23
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29(outBlock): TypeStruct 20(fvec4)
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30: TypePointer Output 29(outBlock)
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31(gf_out): 30(ptr) Variable Output
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32(outBlock): TypeStruct 20(fvec4)
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33: TypeInt 32 0
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34: 33(int) Constant 1
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35: TypeArray 32(outBlock) 34
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36: TypePointer Input 35
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37(inBlock): 36(ptr) Variable Input
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39: TypePointer Input 20(fvec4)
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44: 6(int) Constant 1
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46: TypeArray 20(fvec4) 34
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47: TypePointer Input 46
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48(vgo1): 47(ptr) Variable Input
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49: TypeArray 25(fvec2) 34
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50: TypePointer Input 49
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51(vgo2): 50(ptr) Variable Input
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52: TypePointer UniformConstant 25(fvec2)
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53(u1): 52(ptr) Variable UniformConstant
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54: TypeVector 19(float) 3
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55: 54(fvec3) ConstantComposite 23 23 23
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56: TypePointer UniformConstant 54(fvec3)
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57(u2): 56(ptr) Variable UniformConstant 55
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58: TypePointer UniformConstant 20(fvec4)
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59(u3): 58(ptr) Variable UniformConstant 24
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60(crossStageBlock2): TypeStruct 20(fvec4) 25(fvec2)
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61: 33(int) Constant 2
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62: TypeArray 60(crossStageBlock2) 61
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63: TypePointer Uniform 62
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64(blockName1): 63(ptr) Variable Uniform
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4(main): 2 Function None 3
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5: Label
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8(i): 7(ptr) Variable Function
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Store 8(i) 9
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Branch 10
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10: Label
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LoopMerge 12 13 None
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Branch 14
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14: Label
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15: 6(int) Load 8(i)
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18: 17(bool) SLessThan 15 16
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BranchConditional 18 11 12
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11: Label
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Store 22(gfo1) 24
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Store 27(gfo2) 28
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38: 6(int) Load 8(i)
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40: 39(ptr) AccessChain 37(inBlock) 38 9
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41: 20(fvec4) Load 40
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42: 21(ptr) AccessChain 31(gf_out) 9
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Store 42 41
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EmitVertex
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Branch 13
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13: Label
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43: 6(int) Load 8(i)
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45: 6(int) IAdd 43 44
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Store 8(i) 45
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Branch 10
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12: Label
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EndPrimitive
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Return
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FunctionEnd
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 62
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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" 11 32 36 38
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ExecutionMode 4 OriginLowerLeft
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Source GLSL 460
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Name 4 "main"
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Name 9 "color"
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Name 11 "gfo1"
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Name 15 "u1"
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Name 21 "u2"
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Name 28 "u3"
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Name 32 "outColor"
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Name 34 "outBlock"
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MemberName 34(outBlock) 0 "o3"
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Name 36 ""
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Name 38 "gfo2"
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Name 45 "um2"
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Name 49 "glass"
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Name 50 "crossStageBlock1"
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MemberName 50(crossStageBlock1) 0 "a"
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MemberName 50(crossStageBlock1) 1 "b"
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Name 52 ""
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Name 53 "fragOnlyBlock"
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MemberName 53(fragOnlyBlock) 0 "fb1"
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Name 55 ""
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Name 56 "crossStageBlock2"
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MemberName 56(crossStageBlock2) 0 "a"
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MemberName 56(crossStageBlock2) 1 "b"
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Name 61 "blockName2"
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Decorate 11(gfo1) Location 0
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Decorate 15(u1) Location 1
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Decorate 15(u1) DescriptorSet 0
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Decorate 21(u2) Location 2
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Decorate 21(u2) DescriptorSet 0
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Decorate 28(u3) Location 3
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Decorate 28(u3) DescriptorSet 0
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Decorate 32(outColor) Location 0
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Decorate 34(outBlock) Block
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Decorate 36 Location 5
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Decorate 38(gfo2) Location 1
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Decorate 45(um2) Location 4
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Decorate 45(um2) DescriptorSet 0
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Decorate 49(glass) Location 0
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Decorate 49(glass) DescriptorSet 0
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Decorate 49(glass) Binding 0
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MemberDecorate 50(crossStageBlock1) 0 Offset 0
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MemberDecorate 50(crossStageBlock1) 1 Offset 16
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Decorate 50(crossStageBlock1) Block
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Decorate 52 DescriptorSet 0
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Decorate 52 Binding 0
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MemberDecorate 53(fragOnlyBlock) 0 Offset 0
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Decorate 53(fragOnlyBlock) BufferBlock
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Decorate 55 DescriptorSet 0
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Decorate 55 Binding 0
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MemberDecorate 56(crossStageBlock2) 0 Offset 0
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MemberDecorate 56(crossStageBlock2) 1 Offset 16
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Decorate 56(crossStageBlock2) Block
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Decorate 61(blockName2) DescriptorSet 0
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Decorate 61(blockName2) Binding 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: TypePointer Function 7(fvec4)
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10: TypePointer Input 7(fvec4)
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11(gfo1): 10(ptr) Variable Input
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13: TypeVector 6(float) 2
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14: TypePointer UniformConstant 13(fvec2)
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15(u1): 14(ptr) Variable UniformConstant
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19: TypeVector 6(float) 3
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20: TypePointer UniformConstant 19(fvec3)
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21(u2): 20(ptr) Variable UniformConstant
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25: 6(float) Constant 0
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26: 7(fvec4) ConstantComposite 25 25 25 25
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27: TypePointer UniformConstant 7(fvec4)
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28(u3): 27(ptr) Variable UniformConstant 26
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31: TypePointer Output 7(fvec4)
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32(outColor): 31(ptr) Variable Output
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34(outBlock): TypeStruct 7(fvec4)
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35: TypePointer Input 34(outBlock)
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36: 35(ptr) Variable Input
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37: TypePointer Input 13(fvec2)
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38(gfo2): 37(ptr) Variable Input
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39: TypeMatrix 13(fvec2) 2
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40: 6(float) Constant 1082130432
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41: 13(fvec2) ConstantComposite 40 25
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42: 13(fvec2) ConstantComposite 25 40
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43: 39 ConstantComposite 41 42
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44: TypePointer UniformConstant 39
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45(um2): 44(ptr) Variable UniformConstant 43
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46: TypeImage 6(float) 2D sampled format:Unknown
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47: TypeSampledImage 46
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48: TypePointer UniformConstant 47
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49(glass): 48(ptr) Variable UniformConstant
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50(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4)
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51: TypePointer Uniform 50(crossStageBlock1)
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52: 51(ptr) Variable Uniform
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53(fragOnlyBlock): TypeStruct 13(fvec2)
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54: TypePointer Uniform 53(fragOnlyBlock)
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55: 54(ptr) Variable Uniform
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56(crossStageBlock2): TypeStruct 7(fvec4) 13(fvec2)
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57: TypeInt 32 0
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58: 57(int) Constant 2
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59: TypeArray 56(crossStageBlock2) 58
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60: TypePointer Uniform 59
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61(blockName2): 60(ptr) Variable Uniform
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4(main): 2 Function None 3
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5: Label
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9(color): 8(ptr) Variable Function
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12: 7(fvec4) Load 11(gfo1)
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16: 13(fvec2) Load 15(u1)
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17: 7(fvec4) VectorShuffle 16 16 0 1 0 1
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18: 7(fvec4) FMul 12 17
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22: 19(fvec3) Load 21(u2)
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23: 7(fvec4) VectorShuffle 22 22 0 1 2 0
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24: 7(fvec4) FMul 18 23
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29: 7(fvec4) Load 28(u3)
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30: 7(fvec4) FMul 24 29
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Store 9(color) 30
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33: 7(fvec4) Load 9(color)
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Store 32(outColor) 33
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Return
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FunctionEnd
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