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hlsl.mip.operator.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float)
0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D)
0:6 Constant:
0:6 3 (const uint)
0:6 4 (const uint)
0:6 Constant:
0:6 2 (const int)
0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:9 Constant:
0:9 6 (const uint)
0:9 7 (const uint)
0:9 8 (const uint)
0:9 Constant:
0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Constant:
0:13 14 (const uint)
0:13 15 (const uint)
0:13 Constant:
0:13 13 (const int)
0:13 Sequence
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Constant:
0:13 10 (const uint)
0:13 11 (const uint)
0:13 Constant:
0:13 9 (const int)
0:13 Constant:
0:13 0 (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 float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @main( ( temp 4-component vector of float)
0:5 Function Parameters:
0:? Sequence
0:13 Branch: Return with expression
0:9 add ( temp 4-component vector of float)
0:6 add ( temp 4-component vector of float)
0:6 textureFetch ( temp 4-component vector of float)
0:6 'g_tTex2df4' ( uniform texture2D)
0:6 Constant:
0:6 3 (const uint)
0:6 4 (const uint)
0:6 Constant:
0:6 2 (const int)
0:9 textureFetch ( temp 4-component vector of float)
0:9 'g_tTex2df4a' ( uniform texture2DArray)
0:9 Constant:
0:9 6 (const uint)
0:9 7 (const uint)
0:9 8 (const uint)
0:9 Constant:
0:9 5 (const uint)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Convert float to uint ( temp 2-component vector of uint)
0:13 vector swizzle ( temp 2-component vector of float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Constant:
0:13 14 (const uint)
0:13 15 (const uint)
0:13 Constant:
0:13 13 (const int)
0:13 Sequence
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 1 (const int)
0:13 Convert float to uint ( temp uint)
0:13 direct index ( temp float)
0:13 textureFetch ( temp 4-component vector of float)
0:13 'g_tTex2df4' ( uniform texture2D)
0:13 Constant:
0:13 10 (const uint)
0:13 11 (const uint)
0:13 Constant:
0:13 9 (const int)
0:13 Constant:
0:13 0 (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 float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:5 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 61
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 59
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 9 "@main("
Name 13 "g_tTex2df4"
Name 25 "g_tTex2df4a"
Name 59 "@entryPointOutput"
Decorate 13(g_tTex2df4) DescriptorSet 0
Decorate 13(g_tTex2df4) Binding 1
Decorate 25(g_tTex2df4a) DescriptorSet 0
Decorate 25(g_tTex2df4a) Binding 0
Decorate 59(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
11: TypeImage 6(float) 2D sampled format:Unknown
12: TypePointer UniformConstant 11
13(g_tTex2df4): 12(ptr) Variable UniformConstant
15: TypeInt 32 0
16: TypeVector 15(int) 2
17: 15(int) Constant 3
18: 15(int) Constant 4
19: 16(ivec2) ConstantComposite 17 18
20: TypeInt 32 1
21: 20(int) Constant 2
23: TypeImage 6(float) 2D array sampled format:Unknown
24: TypePointer UniformConstant 23
25(g_tTex2df4a): 24(ptr) Variable UniformConstant
27: TypeVector 15(int) 3
28: 15(int) Constant 6
29: 15(int) Constant 7
30: 15(int) Constant 8
31: 27(ivec3) ConstantComposite 28 29 30
32: 15(int) Constant 5
37: 15(int) Constant 14
38: 15(int) Constant 15
39: 16(ivec2) ConstantComposite 37 38
40: 20(int) Constant 13
42: TypeVector 6(float) 2
46: 15(int) Constant 10
47: 15(int) Constant 11
48: 16(ivec2) ConstantComposite 46 47
49: 20(int) Constant 9
51: 15(int) Constant 0
58: TypePointer Output 7(fvec4)
59(@entryPointOutput): 58(ptr) Variable Output
4(main): 2 Function None 3
5: Label
60: 7(fvec4) FunctionCall 9(@main()
Store 59(@entryPointOutput) 60
Return
FunctionEnd
9(@main(): 7(fvec4) Function None 8
10: Label
14: 11 Load 13(g_tTex2df4)
22: 7(fvec4) ImageFetch 14 19 Lod 21
26: 23 Load 25(g_tTex2df4a)
33: 7(fvec4) ImageFetch 26 31 Lod 32
34: 7(fvec4) FAdd 22 33
35: 11 Load 13(g_tTex2df4)
36: 11 Load 13(g_tTex2df4)
41: 7(fvec4) ImageFetch 36 39 Lod 40
43: 42(fvec2) VectorShuffle 41 41 0 1
44: 16(ivec2) ConvertFToU 43
45: 11 Load 13(g_tTex2df4)
50: 7(fvec4) ImageFetch 45 48 Lod 49
52: 6(float) CompositeExtract 50 0
53: 15(int) ConvertFToU 52
54: 7(fvec4) ImageFetch 35 44 Lod 53
55: 7(fvec4) FAdd 34 54
ReturnValue 55
FunctionEnd
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