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
193
194
195
196
197
198
199
|
hlsl.intrinsics.promote.down.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp uint)
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of uint)
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:20 Constant:
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp uint)
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of uint)
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:20 Constant:
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:20 0.000000
0:21 Branch: Return with expression
0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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 50
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 47
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "color"
Name 10 "@main("
Name 14 "r00"
Name 19 "$Global"
MemberName 19($Global) 0 "i"
MemberName 19($Global) 1 "u"
MemberName 19($Global) 2 "f"
MemberName 19($Global) 3 "b"
MemberName 19($Global) 4 "i2"
MemberName 19($Global) 5 "u2"
MemberName 19($Global) 6 "f2"
MemberName 19($Global) 7 "b2"
Name 21 ""
Name 29 "r01"
Name 37 "ps_output"
Name 47 "@entryPointOutput.color"
MemberDecorate 19($Global) 0 Offset 0
MemberDecorate 19($Global) 1 Offset 4
MemberDecorate 19($Global) 2 Offset 8
MemberDecorate 19($Global) 3 Offset 12
MemberDecorate 19($Global) 4 Offset 16
MemberDecorate 19($Global) 5 Offset 24
MemberDecorate 19($Global) 6 Offset 32
MemberDecorate 19($Global) 7 Offset 40
Decorate 19($Global) Block
Decorate 21 DescriptorSet 0
Decorate 21 Binding 0
Decorate 47(@entryPointOutput.color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(PS_OUTPUT)
12: TypeInt 32 0
13: TypePointer Function 12(int)
15: TypeInt 32 1
16: TypeVector 15(int) 2
17: TypeVector 12(int) 2
18: TypeVector 6(float) 2
19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2)
20: TypePointer Uniform 19($Global)
21: 20(ptr) Variable Uniform
22: 15(int) Constant 2
23: TypePointer Uniform 6(float)
28: TypePointer Function 17(ivec2)
30: 15(int) Constant 6
31: TypePointer Uniform 18(fvec2)
36: TypePointer Function 8(PS_OUTPUT)
38: 15(int) Constant 0
39: 6(float) Constant 0
40: 7(fvec4) ConstantComposite 39 39 39 39
41: TypePointer Function 7(fvec4)
46: TypePointer Output 7(fvec4)
47(@entryPointOutput.color): 46(ptr) Variable Output
4(main): 2 Function None 3
5: Label
48:8(PS_OUTPUT) FunctionCall 10(@main()
49: 7(fvec4) CompositeExtract 48 0
Store 47(@entryPointOutput.color) 49
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
14(r00): 13(ptr) Variable Function
29(r01): 28(ptr) Variable Function
37(ps_output): 36(ptr) Variable Function
24: 23(ptr) AccessChain 21 22
25: 6(float) Load 24
26: 12(int) ConvertFToU 25
27: 12(int) BitCount 26
Store 14(r00) 27
32: 31(ptr) AccessChain 21 30
33: 18(fvec2) Load 32
34: 17(ivec2) ConvertFToU 33
35: 17(ivec2) BitReverse 34
Store 29(r01) 35
42: 41(ptr) AccessChain 37(ps_output) 38
Store 42 40
43:8(PS_OUTPUT) Load 37(ps_output)
ReturnValue 43
FunctionEnd
|