400 lines
21 KiB
Plaintext
Executable File
400 lines
21 KiB
Plaintext
Executable File
hlsl.entry-out.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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0:7 Function Definition: fun(struct-OutParam-vf2-vi21; ( temp void)
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0:7 Function Parameters:
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0:7 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? Sequence
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0:8 move second child to first child ( temp 2-component vector of float)
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0:8 v: direct index for structure ( temp 2-component vector of float)
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0:8 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 0.400000
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0:8 0.400000
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0:9 move second child to first child ( temp 2-component vector of int)
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0:9 i: direct index for structure ( temp 2-component vector of int)
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0:9 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:9 Constant:
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0:9 1 (const int)
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0:9 Constant:
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0:9 7 (const int)
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0:9 7 (const int)
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0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float)
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0:13 Function Parameters:
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0:13 'input' ( in 4-component vector of float)
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0:13 'out1' ( out 4-component vector of float)
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0:13 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'out1' ( out 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:15 move second child to first child ( temp 2-component vector of float)
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0:15 v: direct index for structure ( temp 2-component vector of float)
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0:15 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:15 Constant:
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0:15 0 (const int)
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0:15 Constant:
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0:15 2.000000
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0:15 2.000000
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0:16 move second child to first child ( temp 2-component vector of int)
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0:16 i: direct index for structure ( temp 2-component vector of int)
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0:16 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:16 Constant:
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0:16 1 (const int)
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0:16 Constant:
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0:16 3 (const int)
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0:16 3 (const int)
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0:18 move second child to first child ( temp 2-component vector of float)
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0:18 v: direct index for structure ( temp 2-component vector of float)
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0:18 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:18 Constant:
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0:18 0 (const int)
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0:18 Constant:
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0:18 12.000000
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0:18 12.000000
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0:19 move second child to first child ( temp 2-component vector of int)
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0:19 i: direct index for structure ( temp 2-component vector of int)
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0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:19 Constant:
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0:19 1 (const int)
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0:19 Constant:
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0:19 13 (const int)
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0:19 13 (const int)
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0:20 Function Call: fun(struct-OutParam-vf2-vi21; ( temp void)
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0:20 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:22 Branch: Return with expression
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0:22 'out1' ( out 4-component vector of float)
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0:13 Function Definition: PixelShaderFunction( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 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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0:13 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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0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'out1' ( temp 4-component vector of float)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 move second child to first child ( temp 4-component vector of float)
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0:? 'out1' (layout( location=1) out 4-component vector of float)
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0:? 'out1' ( temp 4-component vector of float)
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0:13 Sequence
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0:13 move second child to first child ( temp 2-component vector of float)
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0:? 'v' (layout( location=2) out 2-component vector of float)
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0:13 v: direct index for structure ( temp 2-component vector of float)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child ( temp 2-component vector of int)
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0:? 'i' (layout( location=3) out 2-component vector of int)
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0:13 i: direct index for structure ( temp 2-component vector of int)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 1 (const int)
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0:13 Sequence
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0:13 move second child to first child ( temp 2-component vector of float)
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0:? 'v' (layout( location=4) out 2-component vector of float)
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0:13 v: direct index for structure ( temp 2-component vector of float)
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child ( temp 2-component vector of int)
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0:? 'i' (layout( location=5) out 2-component vector of int)
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0:13 i: direct index for structure ( temp 2-component vector of int)
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 1 (const int)
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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:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'out1' (layout( location=1) out 4-component vector of float)
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0:? 'v' (layout( location=2) out 2-component vector of float)
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0:? 'i' (layout( location=3) out 2-component vector of int)
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0:? 'v' (layout( location=4) out 2-component vector of float)
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0:? 'i' (layout( location=5) out 2-component vector of int)
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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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0:7 Function Definition: fun(struct-OutParam-vf2-vi21; ( temp void)
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0:7 Function Parameters:
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0:7 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? Sequence
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0:8 move second child to first child ( temp 2-component vector of float)
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0:8 v: direct index for structure ( temp 2-component vector of float)
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0:8 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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0:8 0.400000
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0:8 0.400000
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0:9 move second child to first child ( temp 2-component vector of int)
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0:9 i: direct index for structure ( temp 2-component vector of int)
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0:9 'op' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:9 Constant:
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0:9 1 (const int)
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0:9 Constant:
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0:9 7 (const int)
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0:9 7 (const int)
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0:13 Function Definition: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float)
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0:13 Function Parameters:
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0:13 'input' ( in 4-component vector of float)
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0:13 'out1' ( out 4-component vector of float)
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0:13 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'out1' ( out 4-component vector of float)
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0:14 'input' ( in 4-component vector of float)
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0:15 move second child to first child ( temp 2-component vector of float)
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0:15 v: direct index for structure ( temp 2-component vector of float)
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0:15 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:15 Constant:
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0:15 0 (const int)
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0:15 Constant:
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0:15 2.000000
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0:15 2.000000
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0:16 move second child to first child ( temp 2-component vector of int)
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0:16 i: direct index for structure ( temp 2-component vector of int)
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0:16 'out2' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:16 Constant:
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0:16 1 (const int)
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0:16 Constant:
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0:16 3 (const int)
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0:16 3 (const int)
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0:18 move second child to first child ( temp 2-component vector of float)
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0:18 v: direct index for structure ( temp 2-component vector of float)
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0:18 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:18 Constant:
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0:18 0 (const int)
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0:18 Constant:
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0:18 12.000000
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0:18 12.000000
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0:19 move second child to first child ( temp 2-component vector of int)
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0:19 i: direct index for structure ( temp 2-component vector of int)
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0:19 'local' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:19 Constant:
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0:19 1 (const int)
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0:19 Constant:
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0:19 13 (const int)
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0:19 13 (const int)
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0:20 Function Call: fun(struct-OutParam-vf2-vi21; ( temp void)
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0:20 'out3' ( out structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:22 Branch: Return with expression
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0:22 'out1' ( out 4-component vector of float)
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0:13 Function Definition: PixelShaderFunction( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 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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0:13 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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0:13 Function Call: @PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'out1' ( temp 4-component vector of float)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 move second child to first child ( temp 4-component vector of float)
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0:? 'out1' (layout( location=1) out 4-component vector of float)
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0:? 'out1' ( temp 4-component vector of float)
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0:13 Sequence
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0:13 move second child to first child ( temp 2-component vector of float)
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0:? 'v' (layout( location=2) out 2-component vector of float)
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0:13 v: direct index for structure ( temp 2-component vector of float)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child ( temp 2-component vector of int)
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0:? 'i' (layout( location=3) out 2-component vector of int)
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0:13 i: direct index for structure ( temp 2-component vector of int)
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0:? 'out2' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 1 (const int)
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0:13 Sequence
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0:13 move second child to first child ( temp 2-component vector of float)
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0:? 'v' (layout( location=4) out 2-component vector of float)
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0:13 v: direct index for structure ( temp 2-component vector of float)
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child ( temp 2-component vector of int)
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0:? 'i' (layout( location=5) out 2-component vector of int)
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0:13 i: direct index for structure ( temp 2-component vector of int)
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0:? 'out3' ( temp structure{ temp 2-component vector of float v, temp 2-component vector of int i})
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0:13 Constant:
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0:13 1 (const int)
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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:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'out1' (layout( location=1) out 4-component vector of float)
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0:? 'v' (layout( location=2) out 2-component vector of float)
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0:? 'i' (layout( location=3) out 2-component vector of int)
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0:? 'v' (layout( location=4) out 2-component vector of float)
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0:? 'i' (layout( location=5) out 2-component vector of int)
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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 89
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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" 57 60 73 76 80 83 86
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 10 "OutParam"
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MemberName 10(OutParam) 0 "v"
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MemberName 10(OutParam) 1 "i"
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Name 14 "fun(struct-OutParam-vf2-vi21;"
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Name 13 "op"
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Name 23 "@PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21;"
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Name 19 "input"
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Name 20 "out1"
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Name 21 "out2"
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Name 22 "out3"
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Name 42 "local"
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Name 49 "param"
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Name 55 "input"
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Name 57 "input"
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Name 60 "@entryPointOutput"
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Name 61 "out1"
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Name 62 "out2"
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Name 63 "out3"
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Name 64 "param"
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Name 66 "param"
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Name 67 "param"
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Name 68 "param"
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Name 73 "out1"
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Name 76 "v"
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Name 80 "i"
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Name 83 "v"
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Name 86 "i"
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Decorate 57(input) Location 0
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Decorate 60(@entryPointOutput) Location 0
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Decorate 73(out1) Location 1
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Decorate 76(v) Location 2
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Decorate 80(i) Location 3
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Decorate 83(v) Location 4
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Decorate 86(i) Location 5
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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) 2
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8: TypeInt 32 1
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9: TypeVector 8(int) 2
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10(OutParam): TypeStruct 7(fvec2) 9(ivec2)
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11: TypePointer Function 10(OutParam)
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12: TypeFunction 2 11(ptr)
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16: TypeVector 6(float) 4
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17: TypePointer Function 16(fvec4)
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18: TypeFunction 16(fvec4) 17(ptr) 17(ptr) 11(ptr) 11(ptr)
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25: 8(int) Constant 0
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26: 6(float) Constant 1053609165
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27: 7(fvec2) ConstantComposite 26 26
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28: TypePointer Function 7(fvec2)
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30: 8(int) Constant 1
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31: 8(int) Constant 7
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32: 9(ivec2) ConstantComposite 31 31
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33: TypePointer Function 9(ivec2)
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36: 6(float) Constant 1073741824
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37: 7(fvec2) ConstantComposite 36 36
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39: 8(int) Constant 3
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40: 9(ivec2) ConstantComposite 39 39
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43: 6(float) Constant 1094713344
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44: 7(fvec2) ConstantComposite 43 43
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46: 8(int) Constant 13
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47: 9(ivec2) ConstantComposite 46 46
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56: TypePointer Input 16(fvec4)
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57(input): 56(ptr) Variable Input
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59: TypePointer Output 16(fvec4)
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60(@entryPointOutput): 59(ptr) Variable Output
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73(out1): 59(ptr) Variable Output
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75: TypePointer Output 7(fvec2)
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76(v): 75(ptr) Variable Output
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79: TypePointer Output 9(ivec2)
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80(i): 79(ptr) Variable Output
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83(v): 75(ptr) Variable Output
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86(i): 79(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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55(input): 17(ptr) Variable Function
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61(out1): 17(ptr) Variable Function
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62(out2): 11(ptr) Variable Function
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63(out3): 11(ptr) Variable Function
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64(param): 17(ptr) Variable Function
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66(param): 17(ptr) Variable Function
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67(param): 11(ptr) Variable Function
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68(param): 11(ptr) Variable Function
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58: 16(fvec4) Load 57(input)
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Store 55(input) 58
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65: 16(fvec4) Load 55(input)
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Store 64(param) 65
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69: 16(fvec4) FunctionCall 23(@PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21;) 64(param) 66(param) 67(param) 68(param)
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70: 16(fvec4) Load 66(param)
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Store 61(out1) 70
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71:10(OutParam) Load 67(param)
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Store 62(out2) 71
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72:10(OutParam) Load 68(param)
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Store 63(out3) 72
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Store 60(@entryPointOutput) 69
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74: 16(fvec4) Load 61(out1)
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Store 73(out1) 74
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77: 28(ptr) AccessChain 62(out2) 25
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78: 7(fvec2) Load 77
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Store 76(v) 78
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81: 33(ptr) AccessChain 62(out2) 30
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82: 9(ivec2) Load 81
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Store 80(i) 82
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84: 28(ptr) AccessChain 63(out3) 25
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85: 7(fvec2) Load 84
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Store 83(v) 85
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87: 33(ptr) AccessChain 63(out3) 30
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88: 9(ivec2) Load 87
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Store 86(i) 88
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Return
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FunctionEnd
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14(fun(struct-OutParam-vf2-vi21;): 2 Function None 12
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13(op): 11(ptr) FunctionParameter
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15: Label
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29: 28(ptr) AccessChain 13(op) 25
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Store 29 27
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34: 33(ptr) AccessChain 13(op) 30
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Store 34 32
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Return
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FunctionEnd
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23(@PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21;): 16(fvec4) Function None 18
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19(input): 17(ptr) FunctionParameter
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20(out1): 17(ptr) FunctionParameter
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21(out2): 11(ptr) FunctionParameter
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22(out3): 11(ptr) FunctionParameter
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24: Label
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42(local): 11(ptr) Variable Function
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49(param): 11(ptr) Variable Function
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35: 16(fvec4) Load 19(input)
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Store 20(out1) 35
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38: 28(ptr) AccessChain 21(out2) 25
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Store 38 37
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41: 33(ptr) AccessChain 21(out2) 30
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Store 41 40
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45: 28(ptr) AccessChain 42(local) 25
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Store 45 44
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48: 33(ptr) AccessChain 42(local) 30
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Store 48 47
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50: 2 FunctionCall 14(fun(struct-OutParam-vf2-vi21;) 49(param)
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51:10(OutParam) Load 49(param)
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Store 22(out3) 51
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52: 16(fvec4) Load 20(out1)
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|
ReturnValue 52
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FunctionEnd
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