
Rationalizes the entire tracking of the linker object nodes, effecting GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before their type snapshot for linker objects. Should only effect things when the rest of the AST contained no reference to the symbol, because normal AST nodes were not stale. Also will only effect such objects when their types were edited.
95 lines
5.3 KiB
Plaintext
Executable File
95 lines
5.3 KiB
Plaintext
Executable File
hlsl.float4.frag
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WARNING: 0:5: 'register' : ignoring shader_profile
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WARNING: 0:6: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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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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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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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 26
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction"
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 11 "ShaderFunction(vf4;"
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Name 10 "input"
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Name 15 "$Global"
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MemberName 15($Global) 0 "AmbientColor"
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MemberName 15($Global) 1 "ff1"
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MemberName 15($Global) 2 "ff2"
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MemberName 15($Global) 3 "ff3"
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MemberName 15($Global) 4 "ff4"
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Name 17 ""
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MemberDecorate 15($Global) 0 Offset 0
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MemberDecorate 15($Global) 1 Offset 16
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MemberDecorate 15($Global) 1 BuiltIn FrontFacing
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MemberDecorate 15($Global) 2 Offset 20
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MemberDecorate 15($Global) 3 Offset 32
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MemberDecorate 15($Global) 4 Offset 48
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Decorate 15($Global) Block
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Decorate 17 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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14: TypeInt 32 0
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15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
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16: TypePointer Uniform 15($Global)
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17: 16(ptr) Variable Uniform
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18: TypeInt 32 1
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19: 18(int) Constant 0
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20: TypePointer Uniform 7(fvec4)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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FunctionEnd
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11(ShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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13: 7(fvec4) Load 10(input)
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21: 20(ptr) AccessChain 17 19
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22: 7(fvec4) Load 21
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23: 7(fvec4) FMul 13 22
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ReturnValue 23
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FunctionEnd
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