
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.
226 lines
14 KiB
Plaintext
Executable File
226 lines
14 KiB
Plaintext
Executable File
hlsl.array.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (layout(location=0 ) in int)
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0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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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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0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (layout(location=0 ) in int)
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0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Sequence
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0:10 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (layout(location=1 ) temp 4-component vector of float)
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0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (layout(location=0 ) in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (layout(location=0 ) in int)
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0:10 Branch: Return
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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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 65
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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" 9 28 36
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 15 ""
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MemberName 15 0 "m"
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Name 18 "$Global"
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MemberName 18($Global) 0 "a"
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MemberName 18($Global) 1 "s"
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Name 20 ""
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Name 28 "i"
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Name 36 "input"
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Name 49 "b"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 12 ArrayStride 16
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Decorate 14 ArrayStride 16
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MemberDecorate 15 0 Offset 0
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Decorate 17 ArrayStride 112
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 64
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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Decorate 28(i) Location 0
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Decorate 36(input) Location 1
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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(@entryPointOutput): 8(ptr) Variable Output
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10: TypeInt 32 0
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11: 10(int) Constant 4
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12: TypeArray 7(fvec4) 11
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13: 10(int) Constant 7
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14: TypeArray 7(fvec4) 13
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15: TypeStruct 14
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16: 10(int) Constant 11
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17: TypeArray 15(struct) 16
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18($Global): TypeStruct 12 17
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19: TypePointer Uniform 18($Global)
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20: 19(ptr) Variable Uniform
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21: TypeInt 32 1
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22: 21(int) Constant 0
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23: 21(int) Constant 1
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24: TypePointer Uniform 7(fvec4)
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27: TypePointer Input 21(int)
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28(i): 27(ptr) Variable Input
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33: 10(int) Constant 3
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34: TypeArray 7(fvec4) 33
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35: TypePointer Input 34
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36(input): 35(ptr) Variable Input
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37: 21(int) Constant 2
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38: TypePointer Input 7(fvec4)
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46: 10(int) Constant 10
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47: TypeArray 7(fvec4) 46
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48: TypePointer Function 47
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50: 21(int) Constant 5
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51: TypePointer Function 7(fvec4)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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49(b): 48(ptr) Variable Function
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25: 24(ptr) AccessChain 20 22 23
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26: 7(fvec4) Load 25
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29: 21(int) Load 28(i)
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30: 24(ptr) AccessChain 20 22 29
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31: 7(fvec4) Load 30
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32: 7(fvec4) FAdd 26 31
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39: 38(ptr) AccessChain 36(input) 37
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40: 7(fvec4) Load 39
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41: 7(fvec4) FAdd 32 40
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42: 21(int) Load 28(i)
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43: 38(ptr) AccessChain 36(input) 42
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44: 7(fvec4) Load 43
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45: 7(fvec4) FAdd 41 44
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52: 51(ptr) AccessChain 49(b) 50
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53: 7(fvec4) Load 52
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54: 7(fvec4) FAdd 45 53
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55: 21(int) Load 28(i)
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56: 51(ptr) AccessChain 49(b) 55
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57: 7(fvec4) Load 56
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58: 7(fvec4) FAdd 54 57
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59: 21(int) Load 28(i)
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60: 21(int) Load 28(i)
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61: 24(ptr) AccessChain 20 23 59 22 60
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62: 7(fvec4) Load 61
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63: 7(fvec4) FAdd 58 62
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Store 9(@entryPointOutput) 63
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Return
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FunctionEnd
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