232 lines
16 KiB
Plaintext
Executable File
232 lines
16 KiB
Plaintext
Executable File
hlsl.buffer.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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0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'input' ( in 4-component vector of float)
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0:? Sequence
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0:31 Branch: Return with expression
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
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0:31 Constant:
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0:31 0 (const uint)
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0:30 Function Definition: PixelShaderFunction( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:30 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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0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:30 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'input' ( in 4-component vector of float)
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0:? Sequence
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0:31 Branch: Return with expression
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 add ( temp 4-component vector of float)
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0:31 'input' ( in 4-component vector of float)
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0:31 v1: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:31 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
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0:31 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v3: direct index for structure (layout( row_major std140) uniform 4-component vector of float)
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0:31 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:31 Constant:
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0:31 0 (const uint)
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0:31 v4: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
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0:31 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
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0:31 Constant:
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0:31 0 (const uint)
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0:30 Function Definition: PixelShaderFunction( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:30 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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0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout( row_major std430) buffer block{layout( row_major std430) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout( set=10 binding=2 row_major std140) uniform block{layout( row_major std140) uniform 4-component vector of float v3, layout( row_major std140 offset=20) uniform int i3})
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0:? 'anon@3' (layout( binding=8 row_major std430) buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v4, layout( row_major std430 offset=48) buffer int i4, layout( row_major std430 offset=60) buffer float f1, layout( row_major std430 offset=64) buffer float f3, layout( row_major std430 offset=68) buffer float f4, layout( row_major std430 offset=72) buffer float f5, layout( row_major std430) buffer float f6, layout( row_major std430) buffer float f7, layout( row_major std430) buffer 3X4 matrix of float m1, layout( column_major std430) buffer 3X4 matrix of float m2, layout( row_major std430) buffer 3X4 matrix of float m3, layout( row_major std430) buffer 3X4 matrix of float m4})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 53
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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" 46 49
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 11 "@PixelShaderFunction(vf4;"
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Name 10 "input"
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Name 14 ""
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MemberName 14 0 "v1"
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Name 16 ""
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Name 23 ""
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MemberName 23 0 "v2"
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Name 25 ""
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Name 29 "cbufName"
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MemberName 29(cbufName) 0 "v3"
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MemberName 29(cbufName) 1 "i3"
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Name 31 ""
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Name 36 "tbufName"
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MemberName 36(tbufName) 0 "v4"
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MemberName 36(tbufName) 1 "i4"
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MemberName 36(tbufName) 2 "f1"
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MemberName 36(tbufName) 3 "f3"
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MemberName 36(tbufName) 4 "f4"
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MemberName 36(tbufName) 5 "f5"
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MemberName 36(tbufName) 6 "f6"
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MemberName 36(tbufName) 7 "f7"
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MemberName 36(tbufName) 8 "m1"
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MemberName 36(tbufName) 9 "m2"
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MemberName 36(tbufName) 10 "m3"
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MemberName 36(tbufName) 11 "m4"
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Name 38 ""
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Name 44 "input"
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Name 46 "input"
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Name 49 "@entryPointOutput"
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Name 50 "param"
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MemberDecorate 14 0 Offset 0
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Decorate 14 Block
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Decorate 16 DescriptorSet 0
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MemberDecorate 23 0 Offset 0
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Decorate 23 BufferBlock
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Decorate 25 DescriptorSet 0
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MemberDecorate 29(cbufName) 0 Offset 0
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MemberDecorate 29(cbufName) 1 Offset 20
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Decorate 29(cbufName) Block
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Decorate 31 DescriptorSet 10
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Decorate 31 Binding 2
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MemberDecorate 36(tbufName) 0 Offset 16
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MemberDecorate 36(tbufName) 1 Offset 48
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MemberDecorate 36(tbufName) 2 Offset 60
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MemberDecorate 36(tbufName) 3 Offset 64
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MemberDecorate 36(tbufName) 4 Offset 68
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MemberDecorate 36(tbufName) 5 Offset 72
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MemberDecorate 36(tbufName) 6 Offset 76
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MemberDecorate 36(tbufName) 7 Offset 80
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MemberDecorate 36(tbufName) 8 RowMajor
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MemberDecorate 36(tbufName) 8 Offset 96
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MemberDecorate 36(tbufName) 8 MatrixStride 16
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MemberDecorate 36(tbufName) 9 ColMajor
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MemberDecorate 36(tbufName) 9 Offset 160
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MemberDecorate 36(tbufName) 9 MatrixStride 16
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MemberDecorate 36(tbufName) 10 RowMajor
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MemberDecorate 36(tbufName) 10 Offset 208
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MemberDecorate 36(tbufName) 10 MatrixStride 16
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MemberDecorate 36(tbufName) 11 RowMajor
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MemberDecorate 36(tbufName) 11 Offset 272
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MemberDecorate 36(tbufName) 11 MatrixStride 16
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Decorate 36(tbufName) BufferBlock
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Decorate 38 DescriptorSet 0
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Decorate 38 Binding 8
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Decorate 46(input) Location 0
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Decorate 49(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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14: TypeStruct 7(fvec4)
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15: TypePointer Uniform 14(struct)
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16: 15(ptr) Variable Uniform
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17: TypeInt 32 1
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18: 17(int) Constant 0
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19: TypePointer Uniform 7(fvec4)
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23: TypeStruct 7(fvec4)
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24: TypePointer Uniform 23(struct)
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25: 24(ptr) Variable Uniform
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29(cbufName): TypeStruct 7(fvec4) 17(int)
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30: TypePointer Uniform 29(cbufName)
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31: 30(ptr) Variable Uniform
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35: TypeMatrix 7(fvec4) 3
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36(tbufName): TypeStruct 7(fvec4) 17(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 35 35 35 35
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37: TypePointer Uniform 36(tbufName)
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38: 37(ptr) Variable Uniform
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45: TypePointer Input 7(fvec4)
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46(input): 45(ptr) Variable Input
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48: TypePointer Output 7(fvec4)
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49(@entryPointOutput): 48(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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44(input): 8(ptr) Variable Function
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50(param): 8(ptr) Variable Function
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47: 7(fvec4) Load 46(input)
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Store 44(input) 47
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51: 7(fvec4) Load 44(input)
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Store 50(param) 51
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52: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 50(param)
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Store 49(@entryPointOutput) 52
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Return
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FunctionEnd
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11(@PixelShaderFunction(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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20: 19(ptr) AccessChain 16 18
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21: 7(fvec4) Load 20
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22: 7(fvec4) FAdd 13 21
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26: 19(ptr) AccessChain 25 18
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27: 7(fvec4) Load 26
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28: 7(fvec4) FAdd 22 27
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32: 19(ptr) AccessChain 31 18
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33: 7(fvec4) Load 32
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34: 7(fvec4) FAdd 28 33
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39: 19(ptr) AccessChain 38 18
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40: 7(fvec4) Load 39
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41: 7(fvec4) FAdd 34 40
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ReturnValue 41
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FunctionEnd
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