blob: dbb2b5e1c46e534d2730ef94985e2f9ea76e3f7d [file] [log] [blame]
hlsl.buffer.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:31 Sequence
0:31 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 'input' (layout(location=0 ) in 4-component vector of float)
0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:31 Constant:
0:31 0 (const uint)
0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:31 Constant:
0:31 0 (const uint)
0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:31 Constant:
0:31 0 (const uint)
0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
0:31 Constant:
0:31 0 (const uint)
0:31 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:31 Sequence
0:31 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 add (temp 4-component vector of float)
0:31 'input' (layout(location=0 ) in 4-component vector of float)
0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:31 Constant:
0:31 0 (const uint)
0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float)
0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:31 Constant:
0:31 0 (const uint)
0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float)
0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:31 Constant:
0:31 0 (const uint)
0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float)
0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
0:31 Constant:
0:31 0 (const uint)
0:31 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1})
0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2})
0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3})
0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 42
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 9 11
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 9 "@entryPointOutput"
Name 11 "input"
Name 13 ""
MemberName 13 0 "v1"
Name 15 ""
Name 22 ""
MemberName 22 0 "v2"
Name 24 ""
Name 28 "cbufName"
MemberName 28(cbufName) 0 "v3"
MemberName 28(cbufName) 1 "i3"
Name 30 ""
Name 35 "tbufName"
MemberName 35(tbufName) 0 "v4"
MemberName 35(tbufName) 1 "i4"
MemberName 35(tbufName) 2 "f1"
MemberName 35(tbufName) 3 "f3"
MemberName 35(tbufName) 4 "f4"
MemberName 35(tbufName) 5 "f5"
MemberName 35(tbufName) 6 "f6"
MemberName 35(tbufName) 7 "f7"
MemberName 35(tbufName) 8 "m1"
MemberName 35(tbufName) 9 "m2"
MemberName 35(tbufName) 10 "m3"
MemberName 35(tbufName) 11 "m4"
Name 37 ""
Decorate 9(@entryPointOutput) Location 0
Decorate 11(input) Location 0
MemberDecorate 13 0 Offset 0
Decorate 13 Block
Decorate 15 DescriptorSet 0
MemberDecorate 22 0 Offset 0
Decorate 22 BufferBlock
Decorate 24 DescriptorSet 0
MemberDecorate 28(cbufName) 0 Offset 0
MemberDecorate 28(cbufName) 1 Offset 20
Decorate 28(cbufName) Block
Decorate 30 DescriptorSet 10
Decorate 30 Binding 2
MemberDecorate 35(tbufName) 0 Offset 16
MemberDecorate 35(tbufName) 1 Offset 48
MemberDecorate 35(tbufName) 2 Offset 60
MemberDecorate 35(tbufName) 3 Offset 64
MemberDecorate 35(tbufName) 4 Offset 68
MemberDecorate 35(tbufName) 5 Offset 72
MemberDecorate 35(tbufName) 6 Offset 76
MemberDecorate 35(tbufName) 7 Offset 80
MemberDecorate 35(tbufName) 8 RowMajor
MemberDecorate 35(tbufName) 8 Offset 96
MemberDecorate 35(tbufName) 8 MatrixStride 16
MemberDecorate 35(tbufName) 9 ColMajor
MemberDecorate 35(tbufName) 9 Offset 160
MemberDecorate 35(tbufName) 9 MatrixStride 16
MemberDecorate 35(tbufName) 10 RowMajor
MemberDecorate 35(tbufName) 10 Offset 208
MemberDecorate 35(tbufName) 10 MatrixStride 16
MemberDecorate 35(tbufName) 11 RowMajor
MemberDecorate 35(tbufName) 11 Offset 272
MemberDecorate 35(tbufName) 11 MatrixStride 16
Decorate 35(tbufName) BufferBlock
Decorate 37 DescriptorSet 0
Decorate 37 Binding 8
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Output 7(fvec4)
9(@entryPointOutput): 8(ptr) Variable Output
10: TypePointer Input 7(fvec4)
11(input): 10(ptr) Variable Input
13: TypeStruct 7(fvec4)
14: TypePointer Uniform 13(struct)
15: 14(ptr) Variable Uniform
16: TypeInt 32 1
17: 16(int) Constant 0
18: TypePointer Uniform 7(fvec4)
22: TypeStruct 7(fvec4)
23: TypePointer Uniform 22(struct)
24: 23(ptr) Variable Uniform
28(cbufName): TypeStruct 7(fvec4) 16(int)
29: TypePointer Uniform 28(cbufName)
30: 29(ptr) Variable Uniform
34: TypeMatrix 7(fvec4) 3
35(tbufName): TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 34 34 34 34
36: TypePointer Uniform 35(tbufName)
37: 36(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
12: 7(fvec4) Load 11(input)
19: 18(ptr) AccessChain 15 17
20: 7(fvec4) Load 19
21: 7(fvec4) FAdd 12 20
25: 18(ptr) AccessChain 24 17
26: 7(fvec4) Load 25
27: 7(fvec4) FAdd 21 26
31: 18(ptr) AccessChain 30 17
32: 7(fvec4) Load 31
33: 7(fvec4) FAdd 27 32
38: 18(ptr) AccessChain 37 17
39: 7(fvec4) Load 38
40: 7(fvec4) FAdd 33 39
Store 9(@entryPointOutput) 40
Return
FunctionEnd