300 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			300 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| hlsl.load.buffer.dx10.frag
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| Shader version: 500
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| gl_FragCoord origin is upper left
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| 0:? Sequence
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| 0:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24    Function Parameters: 
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| 0:?     Sequence
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| 0:28      Sequence
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| 0:28        move second child to first child ( temp 4-component vector of float)
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| 0:28          'r00' ( temp 4-component vector of float)
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| 0:28          textureFetch ( temp 4-component vector of float)
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| 0:28            'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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| 0:28            c1: direct index for structure ( uniform int)
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| 0:28              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:28              Constant:
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| 0:28                0 (const uint)
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| 0:29      Sequence
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| 0:29        move second child to first child ( temp 4-component vector of int)
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| 0:29          'r01' ( temp 4-component vector of int)
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| 0:29          textureFetch ( temp 4-component vector of int)
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| 0:29            'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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| 0:29            c1: direct index for structure ( uniform int)
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| 0:29              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:29              Constant:
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| 0:29                0 (const uint)
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| 0:30      Sequence
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| 0:30        move second child to first child ( temp 4-component vector of uint)
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| 0:30          'r02' ( temp 4-component vector of uint)
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| 0:30          textureFetch ( temp 4-component vector of uint)
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| 0:30            'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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| 0:30            c1: direct index for structure ( uniform int)
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| 0:30              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:30              Constant:
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| 0:30                0 (const uint)
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        Color: direct index for structure ( temp 4-component vector of float)
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| 0:34          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:34          Constant:
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| 0:34            0 (const int)
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| 0:34        Constant:
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:35      move second child to first child ( temp float)
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| 0:35        Depth: direct index for structure ( temp float)
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| 0:35          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:35          Constant:
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| 0:35            1 (const int)
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| 0:35        Constant:
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| 0:35          1.000000
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| 0:37      Branch: Return with expression
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| 0:37        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24  Function Definition: main( ( temp void)
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| 0:24    Function Parameters: 
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| 0:?     Sequence
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| 0:24      Sequence
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| 0:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24        move second child to first child ( temp 4-component vector of float)
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| 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 0:24          Color: direct index for structure ( temp 4-component vector of float)
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| 0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24            Constant:
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| 0:24              0 (const int)
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| 0:24        move second child to first child ( temp float)
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| 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:24          Depth: direct index for structure ( temp float)
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| 0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24            Constant:
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| 0:24              1 (const int)
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| 0:?   Linker Objects
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| 0:?     'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
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| 0:?     'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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| 0:?     'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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| 0:?     'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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| 0:?     'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 
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| 
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| Linked fragment stage:
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| 
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| 
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| Shader version: 500
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| gl_FragCoord origin is upper left
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| 0:? Sequence
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| 0:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24    Function Parameters: 
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| 0:?     Sequence
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| 0:28      Sequence
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| 0:28        move second child to first child ( temp 4-component vector of float)
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| 0:28          'r00' ( temp 4-component vector of float)
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| 0:28          textureFetch ( temp 4-component vector of float)
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| 0:28            'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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| 0:28            c1: direct index for structure ( uniform int)
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| 0:28              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:28              Constant:
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| 0:28                0 (const uint)
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| 0:29      Sequence
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| 0:29        move second child to first child ( temp 4-component vector of int)
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| 0:29          'r01' ( temp 4-component vector of int)
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| 0:29          textureFetch ( temp 4-component vector of int)
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| 0:29            'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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| 0:29            c1: direct index for structure ( uniform int)
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| 0:29              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:29              Constant:
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| 0:29                0 (const uint)
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| 0:30      Sequence
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| 0:30        move second child to first child ( temp 4-component vector of uint)
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| 0:30          'r02' ( temp 4-component vector of uint)
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| 0:30          textureFetch ( temp 4-component vector of uint)
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| 0:30            'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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| 0:30            c1: direct index for structure ( uniform int)
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| 0:30              'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:30              Constant:
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| 0:30                0 (const uint)
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| 0:34      move second child to first child ( temp 4-component vector of float)
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| 0:34        Color: direct index for structure ( temp 4-component vector of float)
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| 0:34          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:34          Constant:
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| 0:34            0 (const int)
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| 0:34        Constant:
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:34          1.000000
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| 0:35      move second child to first child ( temp float)
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| 0:35        Depth: direct index for structure ( temp float)
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| 0:35          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:35          Constant:
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| 0:35            1 (const int)
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| 0:35        Constant:
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| 0:35          1.000000
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| 0:37      Branch: Return with expression
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| 0:37        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24  Function Definition: main( ( temp void)
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| 0:24    Function Parameters: 
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| 0:?     Sequence
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| 0:24      Sequence
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| 0:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24        move second child to first child ( temp 4-component vector of float)
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| 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 0:24          Color: direct index for structure ( temp 4-component vector of float)
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| 0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24            Constant:
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| 0:24              0 (const int)
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| 0:24        move second child to first child ( temp float)
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| 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:24          Depth: direct index for structure ( temp float)
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| 0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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| 0:24            Constant:
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| 0:24              1 (const int)
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| 0:?   Linker Objects
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| 0:?     'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform textureBuffer)
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| 0:?     'g_tTexbf4' (layout( rgba32f) uniform textureBuffer)
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| 0:?     'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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| 0:?     'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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| 0:?     'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
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| 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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| 0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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| 
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| // Module Version 10000
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| // Generated by (magic number): 80002
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| // Id's are bound by 72
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| 
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|                               Capability Shader
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|                               Capability SampledBuffer
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|                1:             ExtInstImport  "GLSL.std.450"
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|                               MemoryModel Logical GLSL450
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|                               EntryPoint Fragment 4  "main" 64 68
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|                               ExecutionMode 4 OriginUpperLeft
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|                               Source HLSL 500
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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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|                               MemberName 8(PS_OUTPUT) 1  "Depth"
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|                               Name 10  "@main("
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|                               Name 13  "r00"
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|                               Name 16  "g_tTexbf4"
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|                               Name 22  "$Global"
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|                               MemberName 22($Global) 0  "c1"
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|                               MemberName 22($Global) 1  "c2"
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|                               MemberName 22($Global) 2  "c3"
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|                               MemberName 22($Global) 3  "c4"
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|                               MemberName 22($Global) 4  "o1"
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|                               MemberName 22($Global) 5  "o2"
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|                               MemberName 22($Global) 6  "o3"
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|                               MemberName 22($Global) 7  "o4"
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|                               Name 24  ""
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|                               Name 31  "r01"
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|                               Name 34  "g_tTexbi4"
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|                               Name 42  "r02"
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|                               Name 45  "g_tTexbu4"
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|                               Name 51  "psout"
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|                               Name 61  "flattenTemp"
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|                               Name 64  "@entryPointOutput.Color"
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|                               Name 68  "@entryPointOutput.Depth"
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|                               Name 71  "g_tTexbf4_test"
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|                               Decorate 16(g_tTexbf4) DescriptorSet 0
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|                               MemberDecorate 22($Global) 0 Offset 0
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|                               MemberDecorate 22($Global) 1 Offset 8
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|                               MemberDecorate 22($Global) 2 Offset 16
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|                               MemberDecorate 22($Global) 3 Offset 32
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|                               MemberDecorate 22($Global) 4 Offset 48
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|                               MemberDecorate 22($Global) 5 Offset 56
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|                               MemberDecorate 22($Global) 6 Offset 64
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|                               MemberDecorate 22($Global) 7 Offset 80
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|                               Decorate 22($Global) Block
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|                               Decorate 24 DescriptorSet 0
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|                               Decorate 34(g_tTexbi4) DescriptorSet 0
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|                               Decorate 45(g_tTexbu4) DescriptorSet 0
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|                               Decorate 64(@entryPointOutput.Color) Location 0
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|                               Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth
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|                               Decorate 71(g_tTexbf4_test) DescriptorSet 0
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|                               Decorate 71(g_tTexbf4_test) 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(PS_OUTPUT):             TypeStruct 7(fvec4) 6(float)
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|                9:             TypeFunction 8(PS_OUTPUT)
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|               12:             TypePointer Function 7(fvec4)
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|               14:             TypeImage 6(float) Buffer sampled format:Rgba32f
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|               15:             TypePointer UniformConstant 14
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|    16(g_tTexbf4):     15(ptr) Variable UniformConstant
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|               18:             TypeInt 32 1
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|               19:             TypeVector 18(int) 2
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|               20:             TypeVector 18(int) 3
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|               21:             TypeVector 18(int) 4
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|      22($Global):             TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
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|               23:             TypePointer Uniform 22($Global)
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|               24:     23(ptr) Variable Uniform
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|               25:     18(int) Constant 0
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|               26:             TypePointer Uniform 18(int)
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|               30:             TypePointer Function 21(ivec4)
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|               32:             TypeImage 18(int) Buffer sampled format:Rgba32i
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|               33:             TypePointer UniformConstant 32
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|    34(g_tTexbi4):     33(ptr) Variable UniformConstant
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|               39:             TypeInt 32 0
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|               40:             TypeVector 39(int) 4
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|               41:             TypePointer Function 40(ivec4)
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|               43:             TypeImage 39(int) Buffer sampled format:Rgba32ui
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|               44:             TypePointer UniformConstant 43
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|    45(g_tTexbu4):     44(ptr) Variable UniformConstant
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|               50:             TypePointer Function 8(PS_OUTPUT)
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|               52:    6(float) Constant 1065353216
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|               53:    7(fvec4) ConstantComposite 52 52 52 52
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|               55:     18(int) Constant 1
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|               56:             TypePointer Function 6(float)
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|               63:             TypePointer Output 7(fvec4)
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| 64(@entryPointOutput.Color):     63(ptr) Variable Output
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|               67:             TypePointer Output 6(float)
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| 68(@entryPointOutput.Depth):     67(ptr) Variable Output
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| 71(g_tTexbf4_test):     15(ptr) Variable UniformConstant
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|          4(main):           2 Function None 3
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|                5:             Label
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|  61(flattenTemp):     50(ptr) Variable Function
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|               62:8(PS_OUTPUT) FunctionCall 10(@main()
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|                               Store 61(flattenTemp) 62
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|               65:     12(ptr) AccessChain 61(flattenTemp) 25
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|               66:    7(fvec4) Load 65
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|                               Store 64(@entryPointOutput.Color) 66
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|               69:     56(ptr) AccessChain 61(flattenTemp) 55
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|               70:    6(float) Load 69
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|                               Store 68(@entryPointOutput.Depth) 70
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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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|          31(r01):     30(ptr) Variable Function
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|          42(r02):     41(ptr) Variable Function
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|        51(psout):     50(ptr) Variable Function
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|               17:          14 Load 16(g_tTexbf4)
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|               27:     26(ptr) AccessChain 24 25
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|               28:     18(int) Load 27
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|               29:    7(fvec4) ImageFetch 17 28
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|                               Store 13(r00) 29
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|               35:          32 Load 34(g_tTexbi4)
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|               36:     26(ptr) AccessChain 24 25
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|               37:     18(int) Load 36
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|               38:   21(ivec4) ImageFetch 35 37
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|                               Store 31(r01) 38
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|               46:          43 Load 45(g_tTexbu4)
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|               47:     26(ptr) AccessChain 24 25
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|               48:     18(int) Load 47
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|               49:   40(ivec4) ImageFetch 46 48
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|                               Store 42(r02) 49
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|               54:     12(ptr) AccessChain 51(psout) 25
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|                               Store 54 53
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|               57:     56(ptr) AccessChain 51(psout) 55
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|                               Store 57 52
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|               58:8(PS_OUTPUT) Load 51(psout)
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|                               ReturnValue 58
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|                               FunctionEnd
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