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hlsl.intrinsics.d3dcolortoubyte4.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( ( temp 4-component vector of int)
0:5 Function Parameters:
0:? Sequence
0:6 Branch: Return with expression
0:6 Convert float to int ( temp 4-component vector of int)
0:6 vector-scale ( temp 4-component vector of float)
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
0:6 Constant:
0:6 2 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 3 (const int)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of int)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( ( temp 4-component vector of int)
0:5 Function Parameters:
0:? Sequence
0:6 Branch: Return with expression
0:6 Convert float to int ( temp 4-component vector of int)
0:6 vector-scale ( temp 4-component vector of float)
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
0:6 Constant:
0:6 2 (const int)
0:6 Constant:
0:6 1 (const int)
0:6 Constant:
0:6 0 (const int)
0:6 Constant:
0:6 3 (const int)
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child ( temp 4-component vector of int)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 27
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 14 "$Global"
MemberName 14($Global) 0 "col4"
Name 16 ""
Name 27 "@entryPointOutput"
MemberDecorate 14($Global) 0 Offset 0
Decorate 14($Global) Block
Decorate 16 DescriptorSet 0
Decorate 16 Binding 0
Decorate 27(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypeVector 6(int) 4
8: TypeFunction 7(ivec4)
11: TypeFloat 32
12: 11(float) Constant 1132396672
13: TypeVector 11(float) 4
14($Global): TypeStruct 13(fvec4)
15: TypePointer Uniform 14($Global)
16: 15(ptr) Variable Uniform
17: 6(int) Constant 0
18: TypePointer Uniform 13(fvec4)
26: TypePointer Output 7(ivec4)
27(@entryPointOutput): 26(ptr) Variable Output
4(main): 2 Function None 3
5: Label
28: 7(ivec4) FunctionCall 9(@main()
Store 27(@entryPointOutput) 28
Return
FunctionEnd
9(@main(): 7(ivec4) Function None 8
10: Label
19: 18(ptr) AccessChain 16 17
20: 13(fvec4) Load 19
21: 13(fvec4) VectorShuffle 20 20 2 1 0 3
22: 13(fvec4) VectorTimesScalar 21 12
23: 7(ivec4) ConvertFToS 22
ReturnValue 23
FunctionEnd
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