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path: root/Test/baseResults/hlsl.float4.frag.out
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hlsl.float4.frag
WARNING: 0:5: 'register' : ignoring shader_profile 
WARNING: 0:6: 'register' : ignoring shader_profile 

Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9  Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
0:9    Function Parameters: 
0:9      'input' ( in 4-component vector of float)
0:?     Sequence
0:10      Branch: Return with expression
0:10        component-wise multiply ( temp 4-component vector of float)
0:10          'input' ( in 4-component vector of float)
0:10          AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10            'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor,  uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10            Constant:
0:10              0 (const uint)
0:?   Linker Objects
0:?     'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor,  uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})


Linked fragment stage:

WARNING: Linking fragment stage: Entry point not found

Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9  Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
0:9    Function Parameters: 
0:9      'input' ( in 4-component vector of float)
0:?     Sequence
0:10      Branch: Return with expression
0:10        component-wise multiply ( temp 4-component vector of float)
0:10          'input' ( in 4-component vector of float)
0:10          AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10            'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor,  uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10            Constant:
0:10              0 (const uint)
0:?   Linker Objects
0:?     'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor,  uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})

// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 26

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "PixelShaderFunction"
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "PixelShaderFunction"
                              Name 11  "ShaderFunction(vf4;"
                              Name 10  "input"
                              Name 15  "$Global"
                              MemberName 15($Global) 0  "AmbientColor"
                              MemberName 15($Global) 1  "ff1"
                              MemberName 15($Global) 2  "ff2"
                              MemberName 15($Global) 3  "ff3"
                              MemberName 15($Global) 4  "ff4"
                              Name 17  ""
                              MemberDecorate 15($Global) 0 Offset 0
                              MemberDecorate 15($Global) 1 Offset 16
                              MemberDecorate 15($Global) 2 Offset 20
                              MemberDecorate 15($Global) 3 Offset 32
                              MemberDecorate 15($Global) 4 Offset 48
                              Decorate 15($Global) Block
                              Decorate 17 DescriptorSet 0
                              Decorate 17 Binding 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeFunction 7(fvec4) 8(ptr)
              14:             TypeInt 32 0
     15($Global):             TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
              16:             TypePointer Uniform 15($Global)
              17:     16(ptr) Variable Uniform
              18:             TypeInt 32 1
              19:     18(int) Constant 0
              20:             TypePointer Uniform 7(fvec4)
4(PixelShaderFunction):           2 Function None 3
               5:             Label
                              Return
                              FunctionEnd
11(ShaderFunction(vf4;):    7(fvec4) Function None 9
       10(input):      8(ptr) FunctionParameter
              12:             Label
              13:    7(fvec4) Load 10(input)
              21:     20(ptr) AccessChain 17 19
              22:    7(fvec4) Load 21
              23:    7(fvec4) FMul 13 22
                              ReturnValue 23
                              FunctionEnd