1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
|
hlsl.pp.line.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
0:124 move second child to first child ( temp int)
0:124 'thisLineIs' ( temp int)
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child ( temp 4-component vector of float)
0:126 Color: direct index for structure ( temp 4-component vector of float)
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 1.000000
0:127 move second child to first child ( temp float)
0:127 Depth: direct index for structure ( temp float)
0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Branch: Return with expression
0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4 Color: direct index for structure ( temp 4-component vector of float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 0 (const int)
0:4 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:4 Depth: direct index for structure ( temp float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 1 (const int)
0:? Linker Objects
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
0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
0:124 move second child to first child ( temp int)
0:124 'thisLineIs' ( temp int)
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child ( temp 4-component vector of float)
0:126 Color: direct index for structure ( temp 4-component vector of float)
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:126 Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 1.000000
0:127 move second child to first child ( temp float)
0:127 Depth: direct index for structure ( temp float)
0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Branch: Return with expression
0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4 Color: direct index for structure ( temp 4-component vector of float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 0 (const int)
0:4 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:4 Depth: direct index for structure ( temp float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 1 (const int)
0:? Linker Objects
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): 8000a
// Id's are bound by 42
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 35 39
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 14 "thisLineIs"
Name 17 "psout"
Name 32 "flattenTemp"
Name 35 "@entryPointOutput.Color"
Name 39 "@entryPointOutput.Depth"
Decorate 35(@entryPointOutput.Color) Location 0
Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth
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: TypeInt 32 1
13: TypePointer Function 12(int)
15: 12(int) Constant 124
16: TypePointer Function 8(PS_OUTPUT)
18: 12(int) Constant 0
21: 6(float) Constant 0
22: 6(float) Constant 1065353216
24: TypePointer Function 7(fvec4)
26: 12(int) Constant 1
27: TypePointer Function 6(float)
34: TypePointer Output 7(fvec4)
35(@entryPointOutput.Color): 34(ptr) Variable Output
38: TypePointer Output 6(float)
39(@entryPointOutput.Depth): 38(ptr) Variable Output
4(main): 2 Function None 3
5: Label
32(flattenTemp): 16(ptr) Variable Function
33:8(PS_OUTPUT) FunctionCall 10(@main()
Store 32(flattenTemp) 33
36: 24(ptr) AccessChain 32(flattenTemp) 18
37: 7(fvec4) Load 36
Store 35(@entryPointOutput.Color) 37
40: 27(ptr) AccessChain 32(flattenTemp) 26
41: 6(float) Load 40
Store 39(@entryPointOutput.Depth) 41
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
14(thisLineIs): 13(ptr) Variable Function
17(psout): 16(ptr) Variable Function
Store 14(thisLineIs) 15
19: 12(int) Load 14(thisLineIs)
20: 6(float) ConvertSToF 19
23: 7(fvec4) CompositeConstruct 20 21 21 22
25: 24(ptr) AccessChain 17(psout) 18
Store 25 23
28: 27(ptr) AccessChain 17(psout) 26
Store 28 22
29:8(PS_OUTPUT) Load 17(psout)
ReturnValue 29
FunctionEnd
|