David Gonzalez Martin be2de1d672 Render a texture
2024-11-10 08:48:46 -06:00

468 lines
27 KiB
Plaintext

hlsl.array.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:7 Constant:
0:7 1.000000
0:7 2.000000
0:7 3.000000
0:7 4.000000
0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:11 3.000000
0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'i' ( in int)
0:14 'input' ( in 3-element array of 4-component vector of float)
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 10-element array of 4-component vector of float)
0:15 'b' ( temp 10-element array of 4-component vector of float)
0:15 Construct vec4 ( temp 10-element array of 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'tmp' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 'C' ( global 4-component vector of float)
0:16 direct index ( temp 4-component vector of float)
0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:16 Constant:
0:16 2 (const uint)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 1.000000
0:16 2.000000
0:16 3.000000
0:16 4.000000
0:16 indirect index ( temp 4-component vector of float)
0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:16 Constant:
0:16 3 (const uint)
0:16 'i' ( in int)
0:16 indirect index ( temp 4-component vector of float)
0:16 'c2' ( global 2-element array of 4-component vector of float)
0:16 'i' ( in int)
0:17 Branch: Return with expression
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 direct index ( temp 4-component vector of float)
0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 0 (const uint)
0:17 Constant:
0:17 1 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 0 (const uint)
0:17 'i' ( in int)
0:17 direct index ( temp 4-component vector of float)
0:17 'input' ( in 3-element array of 4-component vector of float)
0:17 Constant:
0:17 2 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 'input' ( in 3-element array of 4-component vector of float)
0:17 'i' ( in int)
0:17 direct index ( temp 4-component vector of float)
0:17 'b' ( temp 10-element array of 4-component vector of float)
0:17 Constant:
0:17 5 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 'b' ( temp 10-element array of 4-component vector of float)
0:17 'i' ( in int)
0:17 indirect index ( temp 4-component vector of float)
0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 1 (const uint)
0:17 'i' ( in int)
0:17 Constant:
0:17 0 (const int)
0:17 'i' ( in int)
0:17 'tmp' ( temp 4-component vector of float)
0:14 Function Definition: PixelShaderFunction( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp int)
0:? 'i' ( temp int)
0:? 'i' (layout( location=0) flat in int)
0:14 move second child to first child ( temp 3-element array of 4-component vector of float)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:14 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:? 'C' ( global 4-component vector of float)
0:? 'c1' ( const 1-element array of 4-component vector of float)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 'c2' ( global 2-element array of 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) flat in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'C' ( global 4-component vector of float)
0:7 Constant:
0:7 1.000000
0:7 2.000000
0:7 3.000000
0:7 4.000000
0:11 Sequence
0:11 move second child to first child ( temp 2-element array of 4-component vector of float)
0:11 'c2' ( global 2-element array of 4-component vector of float)
0:11 Construct vec4 ( temp 2-element array of 4-component vector of float)
0:11 'C' ( global 4-component vector of float)
0:11 Constant:
0:11 1.000000
0:11 2.000000
0:11 3.000000
0:11 4.000000
0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:14 Function Parameters:
0:14 'i' ( in int)
0:14 'input' ( in 3-element array of 4-component vector of float)
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp 10-element array of 4-component vector of float)
0:15 'b' ( temp 10-element array of 4-component vector of float)
0:15 Construct vec4 ( temp 10-element array of 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:15 'C' ( global 4-component vector of float)
0:16 Sequence
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'tmp' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 'C' ( global 4-component vector of float)
0:16 direct index ( temp 4-component vector of float)
0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:16 Constant:
0:16 2 (const uint)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 1.000000
0:16 2.000000
0:16 3.000000
0:16 4.000000
0:16 indirect index ( temp 4-component vector of float)
0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:16 Constant:
0:16 3 (const uint)
0:16 'i' ( in int)
0:16 indirect index ( temp 4-component vector of float)
0:16 'c2' ( global 2-element array of 4-component vector of float)
0:16 'i' ( in int)
0:17 Branch: Return with expression
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 add ( temp 4-component vector of float)
0:17 direct index ( temp 4-component vector of float)
0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 0 (const uint)
0:17 Constant:
0:17 1 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 0 (const uint)
0:17 'i' ( in int)
0:17 direct index ( temp 4-component vector of float)
0:17 'input' ( in 3-element array of 4-component vector of float)
0:17 Constant:
0:17 2 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 'input' ( in 3-element array of 4-component vector of float)
0:17 'i' ( in int)
0:17 direct index ( temp 4-component vector of float)
0:17 'b' ( temp 10-element array of 4-component vector of float)
0:17 Constant:
0:17 5 (const int)
0:17 indirect index ( temp 4-component vector of float)
0:17 'b' ( temp 10-element array of 4-component vector of float)
0:17 'i' ( in int)
0:17 indirect index ( temp 4-component vector of float)
0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:17 Constant:
0:17 1 (const uint)
0:17 'i' ( in int)
0:17 Constant:
0:17 0 (const int)
0:17 'i' ( in int)
0:17 'tmp' ( temp 4-component vector of float)
0:14 Function Definition: PixelShaderFunction( ( temp void)
0:14 Function Parameters:
0:? Sequence
0:14 move second child to first child ( temp int)
0:? 'i' ( temp int)
0:? 'i' (layout( location=0) flat in int)
0:14 move second child to first child ( temp 3-element array of 4-component vector of float)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:14 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:14 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2})
0:? 'C' ( global 4-component vector of float)
0:? 'c1' ( const 1-element array of 4-component vector of float)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 'c2' ( global 2-element array of 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) flat in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 117
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 103 107 110
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 17 "@PixelShaderFunction(i1;vf4[3];"
Name 15 "i"
Name 16 "input"
Name 20 "C"
Name 29 "c2"
Name 35 "b"
Name 39 "tmp"
Name 45 ""
MemberName 45 0 "m"
Name 51 "$Global"
MemberName 51($Global) 0 "a"
MemberName 51($Global) 1 "s"
MemberName 51($Global) 2 "a1"
MemberName 51($Global) 3 "a2"
Name 53 ""
Name 101 "i"
Name 103 "i"
Name 105 "input"
Name 107 "input"
Name 110 "@entryPointOutput"
Name 111 "param"
Name 113 "param"
Decorate 42 ArrayStride 16
Decorate 44 ArrayStride 16
MemberDecorate 45 0 Offset 0
Decorate 47 ArrayStride 112
Decorate 49 ArrayStride 16
Decorate 50 ArrayStride 16
Decorate 51($Global) Block
MemberDecorate 51($Global) 0 Offset 0
MemberDecorate 51($Global) 1 Offset 64
MemberDecorate 51($Global) 2 Offset 1296
MemberDecorate 51($Global) 3 Offset 1312
Decorate 53 Binding 0
Decorate 53 DescriptorSet 0
Decorate 103(i) Flat
Decorate 103(i) Location 0
Decorate 107(input) Location 1
Decorate 110(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
7: TypePointer Function 6(int)
8: TypeFloat 32
9: TypeVector 8(float) 4
10: TypeInt 32 0
11: 10(int) Constant 3
12: TypeArray 9(fvec4) 11
13: TypePointer Function 12
14: TypeFunction 9(fvec4) 7(ptr) 13(ptr)
19: TypePointer Private 9(fvec4)
20(C): 19(ptr) Variable Private
21: 8(float) Constant 1065353216
22: 8(float) Constant 1073741824
23: 8(float) Constant 1077936128
24: 8(float) Constant 1082130432
25: 9(fvec4) ConstantComposite 21 22 23 24
26: 10(int) Constant 2
27: TypeArray 9(fvec4) 26
28: TypePointer Private 27
29(c2): 28(ptr) Variable Private
32: 10(int) Constant 10
33: TypeArray 9(fvec4) 32
34: TypePointer Function 33
38: TypePointer Function 9(fvec4)
41: 10(int) Constant 4
42: TypeArray 9(fvec4) 41
43: 10(int) Constant 7
44: TypeArray 9(fvec4) 43
45: TypeStruct 44
46: 10(int) Constant 11
47: TypeArray 45(struct) 46
48: 10(int) Constant 1
49: TypeArray 9(fvec4) 48
50: TypeArray 9(fvec4) 26
51($Global): TypeStruct 42 47 49 50
52: TypePointer Uniform 51($Global)
53: 52(ptr) Variable Uniform
54: 6(int) Constant 2
55: 6(int) Constant 0
56: TypePointer Uniform 9(fvec4)
61: 6(int) Constant 3
70: 6(int) Constant 1
84: 6(int) Constant 5
102: TypePointer Input 6(int)
103(i): 102(ptr) Variable Input
106: TypePointer Input 12
107(input): 106(ptr) Variable Input
109: TypePointer Output 9(fvec4)
110(@entryPointOutput): 109(ptr) Variable Output
116: 49 ConstantComposite 25
4(PixelShaderFunction): 2 Function None 3
5: Label
101(i): 7(ptr) Variable Function
105(input): 13(ptr) Variable Function
111(param): 7(ptr) Variable Function
113(param): 13(ptr) Variable Function
Store 20(C) 25
30: 9(fvec4) Load 20(C)
31: 27 CompositeConstruct 30 25
Store 29(c2) 31
104: 6(int) Load 103(i)
Store 101(i) 104
108: 12 Load 107(input)
Store 105(input) 108
112: 6(int) Load 101(i)
Store 111(param) 112
114: 12 Load 105(input)
Store 113(param) 114
115: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 111(param) 113(param)
Store 110(@entryPointOutput) 115
Return
FunctionEnd
17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14
15(i): 7(ptr) FunctionParameter
16(input): 13(ptr) FunctionParameter
18: Label
35(b): 34(ptr) Variable Function
39(tmp): 38(ptr) Variable Function
36: 9(fvec4) Load 20(C)
37: 33 CompositeConstruct 36 36 36 36 36 36 36 36 36 36
Store 35(b) 37
40: 9(fvec4) Load 20(C)
57: 56(ptr) AccessChain 53 54 55
58: 9(fvec4) Load 57
59: 9(fvec4) FAdd 40 58
60: 9(fvec4) FAdd 59 25
62: 6(int) Load 15(i)
63: 56(ptr) AccessChain 53 61 62
64: 9(fvec4) Load 63
65: 9(fvec4) FAdd 60 64
66: 6(int) Load 15(i)
67: 19(ptr) AccessChain 29(c2) 66
68: 9(fvec4) Load 67
69: 9(fvec4) FAdd 65 68
Store 39(tmp) 69
71: 56(ptr) AccessChain 53 55 70
72: 9(fvec4) Load 71
73: 6(int) Load 15(i)
74: 56(ptr) AccessChain 53 55 73
75: 9(fvec4) Load 74
76: 9(fvec4) FAdd 72 75
77: 38(ptr) AccessChain 16(input) 54
78: 9(fvec4) Load 77
79: 9(fvec4) FAdd 76 78
80: 6(int) Load 15(i)
81: 38(ptr) AccessChain 16(input) 80
82: 9(fvec4) Load 81
83: 9(fvec4) FAdd 79 82
85: 38(ptr) AccessChain 35(b) 84
86: 9(fvec4) Load 85
87: 9(fvec4) FAdd 83 86
88: 6(int) Load 15(i)
89: 38(ptr) AccessChain 35(b) 88
90: 9(fvec4) Load 89
91: 9(fvec4) FAdd 87 90
92: 6(int) Load 15(i)
93: 6(int) Load 15(i)
94: 56(ptr) AccessChain 53 70 92 55 93
95: 9(fvec4) Load 94
96: 9(fvec4) FAdd 91 95
97: 9(fvec4) Load 39(tmp)
98: 9(fvec4) FAdd 96 97
ReturnValue 98
FunctionEnd