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hlsl.load.buffer.float.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp float)
0:28 'r00' ( temp float)
0:28 Construct float ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:28 c1: direct index for structure ( uniform int)
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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'r01' ( temp int)
0:29 Construct int ( temp int)
0:? textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
0:29 c1: direct index for structure ( uniform int)
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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp uint)
0:30 'r02' ( temp uint)
0:30 Construct uint ( temp uint)
0:? textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
0:30 c1: direct index for structure ( uniform int)
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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
0:34 Color: direct index for structure ( temp 4-component vector of float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child ( temp float)
0:35 Depth: direct index for structure ( temp float)
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Branch: Return with expression
0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_tTexbfs_test' (layout( binding=0 r32f) uniform textureBuffer)
0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
0:? 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
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})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp float)
0:28 'r00' ( temp float)
0:28 Construct float ( temp float)
0:? textureFetch ( temp 4-component vector of float)
0:28 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:28 c1: direct index for structure ( uniform int)
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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'r01' ( temp int)
0:29 Construct int ( temp int)
0:? textureFetch ( temp 4-component vector of int)
0:29 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
0:29 c1: direct index for structure ( uniform int)
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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child ( temp uint)
0:30 'r02' ( temp uint)
0:30 Construct uint ( temp uint)
0:? textureFetch ( temp 4-component vector of uint)
0:30 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
0:30 c1: direct index for structure ( uniform int)
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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child ( temp 4-component vector of float)
0:34 Color: direct index for structure ( temp 4-component vector of float)
0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:34 1.000000
0:35 move second child to first child ( temp float)
0:35 Depth: direct index for structure ( temp float)
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 1.000000
0:37 Branch: Return with expression
0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_tTexbfs_test' (layout( binding=0 r32f) uniform textureBuffer)
0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
0:? 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
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})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 75
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 67 71
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "r00"
Name 16 "g_tTexbfs"
Name 22 "$Global"
MemberName 22($Global) 0 "c1"
MemberName 22($Global) 1 "c2"
MemberName 22($Global) 2 "c3"
MemberName 22($Global) 3 "c4"
MemberName 22($Global) 4 "o1"
MemberName 22($Global) 5 "o2"
MemberName 22($Global) 6 "o3"
MemberName 22($Global) 7 "o4"
Name 24 ""
Name 32 "r01"
Name 35 "g_tTexbis"
Name 43 "r02"
Name 46 "g_tTexbus"
Name 54 "psout"
Name 64 "flattenTemp"
Name 67 "@entryPointOutput.Color"
Name 71 "@entryPointOutput.Depth"
Name 74 "g_tTexbfs_test"
Decorate 16(g_tTexbfs) Binding 1
Decorate 16(g_tTexbfs) DescriptorSet 0
Decorate 22($Global) Block
MemberDecorate 22($Global) 0 Offset 0
MemberDecorate 22($Global) 1 Offset 8
MemberDecorate 22($Global) 2 Offset 16
MemberDecorate 22($Global) 3 Offset 32
MemberDecorate 22($Global) 4 Offset 48
MemberDecorate 22($Global) 5 Offset 56
MemberDecorate 22($Global) 6 Offset 64
MemberDecorate 22($Global) 7 Offset 80
Decorate 24 Binding 4
Decorate 24 DescriptorSet 0
Decorate 35(g_tTexbis) Binding 2
Decorate 35(g_tTexbis) DescriptorSet 0
Decorate 46(g_tTexbus) Binding 3
Decorate 46(g_tTexbus) DescriptorSet 0
Decorate 67(@entryPointOutput.Color) Location 0
Decorate 71(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 74(g_tTexbfs_test) Binding 0
Decorate 74(g_tTexbfs_test) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 6(float)
14: TypeImage 6(float) Buffer sampled format:R32f
15: TypePointer UniformConstant 14
16(g_tTexbfs): 15(ptr) Variable UniformConstant
18: TypeInt 32 1
19: TypeVector 18(int) 2
20: TypeVector 18(int) 3
21: TypeVector 18(int) 4
22($Global): TypeStruct 18(int) 19(ivec2) 20(ivec3) 21(ivec4) 18(int) 19(ivec2) 20(ivec3) 21(ivec4)
23: TypePointer Uniform 22($Global)
24: 23(ptr) Variable Uniform
25: 18(int) Constant 0
26: TypePointer Uniform 18(int)
31: TypePointer Function 18(int)
33: TypeImage 18(int) Buffer sampled format:R32i
34: TypePointer UniformConstant 33
35(g_tTexbis): 34(ptr) Variable UniformConstant
41: TypeInt 32 0
42: TypePointer Function 41(int)
44: TypeImage 41(int) Buffer sampled format:R32ui
45: TypePointer UniformConstant 44
46(g_tTexbus): 45(ptr) Variable UniformConstant
50: TypeVector 41(int) 4
53: TypePointer Function 8(PS_OUTPUT)
55: 6(float) Constant 1065353216
56: 7(fvec4) ConstantComposite 55 55 55 55
57: TypePointer Function 7(fvec4)
59: 18(int) Constant 1
66: TypePointer Output 7(fvec4)
67(@entryPointOutput.Color): 66(ptr) Variable Output
70: TypePointer Output 6(float)
71(@entryPointOutput.Depth): 70(ptr) Variable Output
74(g_tTexbfs_test): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
64(flattenTemp): 53(ptr) Variable Function
65:8(PS_OUTPUT) FunctionCall 10(@main()
Store 64(flattenTemp) 65
68: 57(ptr) AccessChain 64(flattenTemp) 25
69: 7(fvec4) Load 68
Store 67(@entryPointOutput.Color) 69
72: 12(ptr) AccessChain 64(flattenTemp) 59
73: 6(float) Load 72
Store 71(@entryPointOutput.Depth) 73
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(r00): 12(ptr) Variable Function
32(r01): 31(ptr) Variable Function
43(r02): 42(ptr) Variable Function
54(psout): 53(ptr) Variable Function
17: 14 Load 16(g_tTexbfs)
27: 26(ptr) AccessChain 24 25
28: 18(int) Load 27
29: 7(fvec4) ImageFetch 17 28
30: 6(float) CompositeExtract 29 0
Store 13(r00) 30
36: 33 Load 35(g_tTexbis)
37: 26(ptr) AccessChain 24 25
38: 18(int) Load 37
39: 21(ivec4) ImageFetch 36 38
40: 18(int) CompositeExtract 39 0
Store 32(r01) 40
47: 44 Load 46(g_tTexbus)
48: 26(ptr) AccessChain 24 25
49: 18(int) Load 48
51: 50(ivec4) ImageFetch 47 49
52: 41(int) CompositeExtract 51 0
Store 43(r02) 52
58: 57(ptr) AccessChain 54(psout) 25
Store 58 56
60: 12(ptr) AccessChain 54(psout) 59
Store 60 55
61:8(PS_OUTPUT) Load 54(psout)
ReturnValue 61
FunctionEnd
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