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hlsl.stringtoken.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
0:18 'psout' (temp structure{temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:19 Sequence
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color})
0:19 Constant:
0:19 0 (const int)
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
0:18 Color: direct index for structure (temp 4-component vector of float)
0:18 'psout' (temp structure{temp 4-component vector of float Color})
0:18 Constant:
0:18 0 (const int)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:19 Sequence
0:19 Sequence
0:19 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color})
0:19 Constant:
0:19 0 (const int)
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 19
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
Name 10 "psout"
Name 19 "Color"
Name 25 "TestTexture"
Name 26 "$Global"
MemberName 26($Global) 0 "TestUF"
Name 28 ""
Decorate 19(Color) Location 0
Decorate 25(TestTexture) DescriptorSet 0
Decorate 26($Global) Block
Decorate 28 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypePointer Function 8(PS_OUTPUT)
11: TypeInt 32 1
12: 11(int) Constant 0
13: 6(float) Constant 0
14: 6(float) Constant 1065353216
15: 7(fvec4) ConstantComposite 13 13 13 14
16: TypePointer Function 7(fvec4)
18: TypePointer Output 7(fvec4)
19(Color): 18(ptr) Variable Output
23: TypeImage 6(float) 2D sampled format:Unknown
24: TypePointer UniformConstant 23
25(TestTexture): 24(ptr) Variable UniformConstant
26($Global): TypeStruct 7(fvec4)
27: TypePointer Uniform 26($Global)
28: 27(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
10(psout): 9(ptr) Variable Function
17: 16(ptr) AccessChain 10(psout) 12
Store 17 15
20: 16(ptr) AccessChain 10(psout) 12
21: 7(fvec4) Load 20
Store 19(Color) 21
Return
FunctionEnd
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