530 lines
29 KiB
Plaintext
530 lines
29 KiB
Plaintext
hlsl.load.2dms.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:23 Function Definition: getOffset( ( temp 2-component vector of int)
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0:23 Function Parameters:
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 Constant:
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0:24 1 (const int)
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0:24 1 (const int)
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0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:32 textureFetch ( temp 4-component vector of float)
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0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:32 c2: direct index for structure ( uniform 2-component vector of int)
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0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 3 (const int)
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0:33 textureFetch ( temp 4-component vector of int)
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0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:33 c2: direct index for structure ( uniform 2-component vector of int)
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0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:33 Constant:
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0:33 1 (const uint)
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0:33 Constant:
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0:33 3 (const int)
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0:34 textureFetch ( temp 4-component vector of uint)
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0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:34 c2: direct index for structure ( uniform 2-component vector of int)
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0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:34 Constant:
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0:34 1 (const uint)
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0:34 Constant:
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0:34 3 (const int)
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0:37 textureFetchOffset ( temp 4-component vector of float)
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0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:37 c2: direct index for structure ( uniform 2-component vector of int)
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0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:37 Constant:
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0:37 1 (const uint)
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0:37 Constant:
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0:37 3 (const int)
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0:37 Function Call: getOffset( ( temp 2-component vector of int)
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0:38 textureFetchOffset ( temp 4-component vector of int)
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0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:38 c2: direct index for structure ( uniform 2-component vector of int)
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0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:38 Constant:
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0:38 1 (const uint)
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0:38 Constant:
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0:38 3 (const int)
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0:38 Function Call: getOffset( ( temp 2-component vector of int)
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0:39 textureFetchOffset ( temp 4-component vector of uint)
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0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:39 c2: direct index for structure ( uniform 2-component vector of int)
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0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:39 Constant:
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0:39 1 (const uint)
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0:39 Constant:
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0:39 3 (const int)
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0:39 Function Call: getOffset( ( temp 2-component vector of int)
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0:42 textureFetch ( temp 4-component vector of float)
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0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:42 c3: direct index for structure ( uniform 3-component vector of int)
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0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:42 Constant:
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0:42 2 (const uint)
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0:42 Constant:
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0:42 3 (const int)
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0:43 textureFetch ( temp 4-component vector of int)
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0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:43 c3: direct index for structure ( uniform 3-component vector of int)
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0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:43 Constant:
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0:43 2 (const uint)
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0:43 Constant:
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0:43 3 (const int)
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0:44 textureFetch ( temp 4-component vector of uint)
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0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:44 c3: direct index for structure ( uniform 3-component vector of int)
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0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:44 Constant:
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0:44 2 (const uint)
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0:44 Constant:
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0:44 3 (const int)
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0:47 textureFetchOffset ( temp 4-component vector of float)
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0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:47 c3: direct index for structure ( uniform 3-component vector of int)
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0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:47 Constant:
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0:47 2 (const uint)
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0:47 Constant:
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0:47 3 (const int)
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0:47 Function Call: getOffset( ( temp 2-component vector of int)
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0:48 textureFetchOffset ( temp 4-component vector of int)
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0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:48 c3: direct index for structure ( uniform 3-component vector of int)
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0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:48 Constant:
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0:48 2 (const uint)
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0:48 Constant:
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0:48 3 (const int)
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0:48 Function Call: getOffset( ( temp 2-component vector of int)
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0:49 textureFetchOffset ( temp 4-component vector of uint)
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0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:49 c3: direct index for structure ( uniform 3-component vector of int)
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0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:49 Constant:
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0:49 2 (const uint)
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0:49 Constant:
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0:49 3 (const int)
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0:49 Function Call: getOffset( ( temp 2-component vector of int)
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0:51 move second child to first child ( temp 4-component vector of float)
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0:51 Color: direct index for structure ( temp 4-component vector of float)
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0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:51 Constant:
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0:51 0 (const int)
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0:51 Constant:
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0:51 1.000000
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0:51 1.000000
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0:51 1.000000
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0:51 1.000000
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0:52 move second child to first child ( temp float)
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0:52 Depth: direct index for structure ( temp float)
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0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:52 Constant:
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0:52 1 (const int)
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0:52 Constant:
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0:52 1.000000
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0:54 Branch: Return with expression
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0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:23 Function Definition: getOffset( ( temp 2-component vector of int)
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0:23 Function Parameters:
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0:? Sequence
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0:24 Branch: Return with expression
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0:24 Constant:
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0:24 1 (const int)
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0:24 1 (const int)
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0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:32 textureFetch ( temp 4-component vector of float)
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0:32 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:32 c2: direct index for structure ( uniform 2-component vector of int)
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0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:32 Constant:
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0:32 1 (const uint)
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0:32 Constant:
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0:32 3 (const int)
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0:33 textureFetch ( temp 4-component vector of int)
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0:33 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:33 c2: direct index for structure ( uniform 2-component vector of int)
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0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:33 Constant:
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0:33 1 (const uint)
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0:33 Constant:
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0:33 3 (const int)
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0:34 textureFetch ( temp 4-component vector of uint)
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0:34 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:34 c2: direct index for structure ( uniform 2-component vector of int)
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0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:34 Constant:
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0:34 1 (const uint)
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0:34 Constant:
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0:34 3 (const int)
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0:37 textureFetchOffset ( temp 4-component vector of float)
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0:37 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:37 c2: direct index for structure ( uniform 2-component vector of int)
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0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:37 Constant:
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0:37 1 (const uint)
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0:37 Constant:
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0:37 3 (const int)
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0:37 Function Call: getOffset( ( temp 2-component vector of int)
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0:38 textureFetchOffset ( temp 4-component vector of int)
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0:38 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:38 c2: direct index for structure ( uniform 2-component vector of int)
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0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:38 Constant:
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0:38 1 (const uint)
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0:38 Constant:
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0:38 3 (const int)
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0:38 Function Call: getOffset( ( temp 2-component vector of int)
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0:39 textureFetchOffset ( temp 4-component vector of uint)
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0:39 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:39 c2: direct index for structure ( uniform 2-component vector of int)
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0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:39 Constant:
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0:39 1 (const uint)
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0:39 Constant:
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0:39 3 (const int)
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0:39 Function Call: getOffset( ( temp 2-component vector of int)
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0:42 textureFetch ( temp 4-component vector of float)
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0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:42 c3: direct index for structure ( uniform 3-component vector of int)
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0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:42 Constant:
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0:42 2 (const uint)
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0:42 Constant:
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0:42 3 (const int)
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0:43 textureFetch ( temp 4-component vector of int)
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0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:43 c3: direct index for structure ( uniform 3-component vector of int)
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0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:43 Constant:
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0:43 2 (const uint)
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0:43 Constant:
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0:43 3 (const int)
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0:44 textureFetch ( temp 4-component vector of uint)
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0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:44 c3: direct index for structure ( uniform 3-component vector of int)
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0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:44 Constant:
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0:44 2 (const uint)
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0:44 Constant:
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0:44 3 (const int)
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0:47 textureFetchOffset ( temp 4-component vector of float)
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0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:47 c3: direct index for structure ( uniform 3-component vector of int)
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0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:47 Constant:
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0:47 2 (const uint)
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0:47 Constant:
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0:47 3 (const int)
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0:47 Function Call: getOffset( ( temp 2-component vector of int)
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0:48 textureFetchOffset ( temp 4-component vector of int)
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0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:48 c3: direct index for structure ( uniform 3-component vector of int)
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0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:48 Constant:
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0:48 2 (const uint)
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0:48 Constant:
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0:48 3 (const int)
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0:48 Function Call: getOffset( ( temp 2-component vector of int)
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0:49 textureFetchOffset ( temp 4-component vector of uint)
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0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:49 c3: direct index for structure ( uniform 3-component vector of int)
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0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:49 Constant:
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0:49 2 (const uint)
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0:49 Constant:
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0:49 3 (const int)
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0:49 Function Call: getOffset( ( temp 2-component vector of int)
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0:51 move second child to first child ( temp 4-component vector of float)
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0:51 Color: direct index for structure ( temp 4-component vector of float)
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0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:51 Constant:
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0:51 0 (const int)
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0:51 Constant:
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0:51 1.000000
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0:51 1.000000
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0:51 1.000000
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0:51 1.000000
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0:52 move second child to first child ( temp float)
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0:52 Depth: direct index for structure ( temp float)
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0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:52 Constant:
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0:52 1 (const int)
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0:52 Constant:
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0:52 1.000000
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0:54 Branch: Return with expression
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0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:? 'g_tTex2dmsi4' ( uniform itexture2DMS)
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0:? 'g_tTex2dmsu4' ( uniform utexture2DMS)
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4})
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 129
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Capability Shader
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Capability ImageGatherExtended
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 119 123
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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Name 4 "main"
|
|
Name 9 "getOffset("
|
|
Name 13 "PS_OUTPUT"
|
|
MemberName 13(PS_OUTPUT) 0 "Color"
|
|
MemberName 13(PS_OUTPUT) 1 "Depth"
|
|
Name 15 "@main("
|
|
Name 23 "g_tTex2dmsf4"
|
|
Name 27 "$Global"
|
|
MemberName 27($Global) 0 "c1"
|
|
MemberName 27($Global) 1 "c2"
|
|
MemberName 27($Global) 2 "c3"
|
|
MemberName 27($Global) 3 "c4"
|
|
Name 29 ""
|
|
Name 37 "g_tTex2dmsi4"
|
|
Name 45 "g_tTex2dmsu4"
|
|
Name 68 "g_tTex2dmsf4a"
|
|
Name 77 "g_tTex2dmsi4a"
|
|
Name 84 "g_tTex2dmsu4a"
|
|
Name 105 "psout"
|
|
Name 116 "flattenTemp"
|
|
Name 119 "@entryPointOutput.Color"
|
|
Name 123 "@entryPointOutput.Depth"
|
|
Name 128 "g_sSamp"
|
|
Decorate 23(g_tTex2dmsf4) Binding 1
|
|
Decorate 23(g_tTex2dmsf4) DescriptorSet 0
|
|
Decorate 27($Global) Block
|
|
MemberDecorate 27($Global) 0 Offset 0
|
|
MemberDecorate 27($Global) 1 Offset 8
|
|
MemberDecorate 27($Global) 2 Offset 16
|
|
MemberDecorate 27($Global) 3 Offset 32
|
|
Decorate 29 Binding 7
|
|
Decorate 29 DescriptorSet 0
|
|
Decorate 37(g_tTex2dmsi4) Binding 2
|
|
Decorate 37(g_tTex2dmsi4) DescriptorSet 0
|
|
Decorate 45(g_tTex2dmsu4) Binding 3
|
|
Decorate 45(g_tTex2dmsu4) DescriptorSet 0
|
|
Decorate 68(g_tTex2dmsf4a) Binding 4
|
|
Decorate 68(g_tTex2dmsf4a) DescriptorSet 0
|
|
Decorate 77(g_tTex2dmsi4a) Binding 5
|
|
Decorate 77(g_tTex2dmsi4a) DescriptorSet 0
|
|
Decorate 84(g_tTex2dmsu4a) Binding 6
|
|
Decorate 84(g_tTex2dmsu4a) DescriptorSet 0
|
|
Decorate 119(@entryPointOutput.Color) Location 0
|
|
Decorate 123(@entryPointOutput.Depth) BuiltIn FragDepth
|
|
Decorate 128(g_sSamp) Binding 0
|
|
Decorate 128(g_sSamp) DescriptorSet 0
|
|
2: TypeVoid
|
|
3: TypeFunction 2
|
|
6: TypeInt 32 1
|
|
7: TypeVector 6(int) 2
|
|
8: TypeFunction 7(ivec2)
|
|
11: TypeFloat 32
|
|
12: TypeVector 11(float) 4
|
|
13(PS_OUTPUT): TypeStruct 12(fvec4) 11(float)
|
|
14: TypeFunction 13(PS_OUTPUT)
|
|
17: 6(int) Constant 1
|
|
18: 7(ivec2) ConstantComposite 17 17
|
|
21: TypeImage 11(float) 2D multi-sampled sampled format:Unknown
|
|
22: TypePointer UniformConstant 21
|
|
23(g_tTex2dmsf4): 22(ptr) Variable UniformConstant
|
|
25: TypeVector 6(int) 3
|
|
26: TypeVector 6(int) 4
|
|
27($Global): TypeStruct 6(int) 7(ivec2) 25(ivec3) 26(ivec4)
|
|
28: TypePointer Uniform 27($Global)
|
|
29: 28(ptr) Variable Uniform
|
|
30: TypePointer Uniform 7(ivec2)
|
|
33: 6(int) Constant 3
|
|
35: TypeImage 6(int) 2D multi-sampled sampled format:Unknown
|
|
36: TypePointer UniformConstant 35
|
|
37(g_tTex2dmsi4): 36(ptr) Variable UniformConstant
|
|
42: TypeInt 32 0
|
|
43: TypeImage 42(int) 2D multi-sampled sampled format:Unknown
|
|
44: TypePointer UniformConstant 43
|
|
45(g_tTex2dmsu4): 44(ptr) Variable UniformConstant
|
|
49: TypeVector 42(int) 4
|
|
66: TypeImage 11(float) 2D array multi-sampled sampled format:Unknown
|
|
67: TypePointer UniformConstant 66
|
|
68(g_tTex2dmsf4a): 67(ptr) Variable UniformConstant
|
|
70: 6(int) Constant 2
|
|
71: TypePointer Uniform 25(ivec3)
|
|
75: TypeImage 6(int) 2D array multi-sampled sampled format:Unknown
|
|
76: TypePointer UniformConstant 75
|
|
77(g_tTex2dmsi4a): 76(ptr) Variable UniformConstant
|
|
82: TypeImage 42(int) 2D array multi-sampled sampled format:Unknown
|
|
83: TypePointer UniformConstant 82
|
|
84(g_tTex2dmsu4a): 83(ptr) Variable UniformConstant
|
|
104: TypePointer Function 13(PS_OUTPUT)
|
|
106: 6(int) Constant 0
|
|
107: 11(float) Constant 1065353216
|
|
108: 12(fvec4) ConstantComposite 107 107 107 107
|
|
109: TypePointer Function 12(fvec4)
|
|
111: TypePointer Function 11(float)
|
|
118: TypePointer Output 12(fvec4)
|
|
119(@entryPointOutput.Color): 118(ptr) Variable Output
|
|
122: TypePointer Output 11(float)
|
|
123(@entryPointOutput.Depth): 122(ptr) Variable Output
|
|
126: TypeSampler
|
|
127: TypePointer UniformConstant 126
|
|
128(g_sSamp): 127(ptr) Variable UniformConstant
|
|
4(main): 2 Function None 3
|
|
5: Label
|
|
116(flattenTemp): 104(ptr) Variable Function
|
|
117:13(PS_OUTPUT) FunctionCall 15(@main()
|
|
Store 116(flattenTemp) 117
|
|
120: 109(ptr) AccessChain 116(flattenTemp) 106
|
|
121: 12(fvec4) Load 120
|
|
Store 119(@entryPointOutput.Color) 121
|
|
124: 111(ptr) AccessChain 116(flattenTemp) 17
|
|
125: 11(float) Load 124
|
|
Store 123(@entryPointOutput.Depth) 125
|
|
Return
|
|
FunctionEnd
|
|
9(getOffset(): 7(ivec2) Function None 8
|
|
10: Label
|
|
ReturnValue 18
|
|
FunctionEnd
|
|
15(@main():13(PS_OUTPUT) Function None 14
|
|
16: Label
|
|
105(psout): 104(ptr) Variable Function
|
|
24: 21 Load 23(g_tTex2dmsf4)
|
|
31: 30(ptr) AccessChain 29 17
|
|
32: 7(ivec2) Load 31
|
|
34: 12(fvec4) ImageFetch 24 32 Sample 33
|
|
38: 35 Load 37(g_tTex2dmsi4)
|
|
39: 30(ptr) AccessChain 29 17
|
|
40: 7(ivec2) Load 39
|
|
41: 26(ivec4) ImageFetch 38 40 Sample 33
|
|
46: 43 Load 45(g_tTex2dmsu4)
|
|
47: 30(ptr) AccessChain 29 17
|
|
48: 7(ivec2) Load 47
|
|
50: 49(ivec4) ImageFetch 46 48 Sample 33
|
|
51: 21 Load 23(g_tTex2dmsf4)
|
|
52: 30(ptr) AccessChain 29 17
|
|
53: 7(ivec2) Load 52
|
|
54: 7(ivec2) FunctionCall 9(getOffset()
|
|
55: 12(fvec4) ImageFetch 51 53 Offset Sample 54 33
|
|
56: 35 Load 37(g_tTex2dmsi4)
|
|
57: 30(ptr) AccessChain 29 17
|
|
58: 7(ivec2) Load 57
|
|
59: 7(ivec2) FunctionCall 9(getOffset()
|
|
60: 26(ivec4) ImageFetch 56 58 Offset Sample 59 33
|
|
61: 43 Load 45(g_tTex2dmsu4)
|
|
62: 30(ptr) AccessChain 29 17
|
|
63: 7(ivec2) Load 62
|
|
64: 7(ivec2) FunctionCall 9(getOffset()
|
|
65: 49(ivec4) ImageFetch 61 63 Offset Sample 64 33
|
|
69: 66 Load 68(g_tTex2dmsf4a)
|
|
72: 71(ptr) AccessChain 29 70
|
|
73: 25(ivec3) Load 72
|
|
74: 12(fvec4) ImageFetch 69 73 Sample 33
|
|
78: 75 Load 77(g_tTex2dmsi4a)
|
|
79: 71(ptr) AccessChain 29 70
|
|
80: 25(ivec3) Load 79
|
|
81: 26(ivec4) ImageFetch 78 80 Sample 33
|
|
85: 82 Load 84(g_tTex2dmsu4a)
|
|
86: 71(ptr) AccessChain 29 70
|
|
87: 25(ivec3) Load 86
|
|
88: 49(ivec4) ImageFetch 85 87 Sample 33
|
|
89: 66 Load 68(g_tTex2dmsf4a)
|
|
90: 71(ptr) AccessChain 29 70
|
|
91: 25(ivec3) Load 90
|
|
92: 7(ivec2) FunctionCall 9(getOffset()
|
|
93: 12(fvec4) ImageFetch 89 91 Offset Sample 92 33
|
|
94: 75 Load 77(g_tTex2dmsi4a)
|
|
95: 71(ptr) AccessChain 29 70
|
|
96: 25(ivec3) Load 95
|
|
97: 7(ivec2) FunctionCall 9(getOffset()
|
|
98: 26(ivec4) ImageFetch 94 96 Offset Sample 97 33
|
|
99: 82 Load 84(g_tTex2dmsu4a)
|
|
100: 71(ptr) AccessChain 29 70
|
|
101: 25(ivec3) Load 100
|
|
102: 7(ivec2) FunctionCall 9(getOffset()
|
|
103: 49(ivec4) ImageFetch 99 101 Offset Sample 102 33
|
|
110: 109(ptr) AccessChain 105(psout) 106
|
|
Store 110 108
|
|
112: 111(ptr) AccessChain 105(psout) 17
|
|
Store 112 107
|
|
113:13(PS_OUTPUT) Load 105(psout)
|
|
ReturnValue 113
|
|
FunctionEnd
|