| hlsl.buffer.frag |
| Shader version: 500 |
| 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' ( in 4-component vector of float) |
| 0:? Sequence |
| 0:31 Branch: Return with expression |
| 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' ( 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) readonly 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) readonly 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, layout( row_major std430) buffer 3X4 matrix of float m4}) |
| 0:31 Constant: |
| 0:31 0 (const uint) |
| 0:30 Function Definition: PixelShaderFunction( ( temp void) |
| 0:30 Function Parameters: |
| 0:? Sequence |
| 0:30 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:30 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? Linker Objects |
| 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) readonly 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) readonly 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, layout( row_major std430) buffer 3X4 matrix of float m4}) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| |
| |
| Linked fragment stage: |
| |
| |
| Shader version: 500 |
| 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' ( in 4-component vector of float) |
| 0:? Sequence |
| 0:31 Branch: Return with expression |
| 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' ( 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) readonly 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) readonly 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, layout( row_major std430) buffer 3X4 matrix of float m4}) |
| 0:31 Constant: |
| 0:31 0 (const uint) |
| 0:30 Function Definition: PixelShaderFunction( ( temp void) |
| 0:30 Function Parameters: |
| 0:? Sequence |
| 0:30 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:30 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:30 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? Linker Objects |
| 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) readonly 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) readonly 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, layout( row_major std430) buffer 3X4 matrix of float m4}) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| |
| // Module Version 10000 |
| // Generated by (magic number): 80001 |
| // Id's are bound by 53 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Fragment 4 "PixelShaderFunction" 46 49 |
| ExecutionMode 4 OriginUpperLeft |
| Source HLSL 500 |
| Name 4 "PixelShaderFunction" |
| Name 11 "@PixelShaderFunction(vf4;" |
| Name 10 "input" |
| Name 14 "" |
| MemberName 14 0 "v1" |
| Name 16 "" |
| Name 23 "" |
| MemberName 23 0 "v2" |
| Name 25 "" |
| Name 29 "cbufName" |
| MemberName 29(cbufName) 0 "v3" |
| MemberName 29(cbufName) 1 "i3" |
| Name 31 "" |
| Name 36 "tbufName" |
| MemberName 36(tbufName) 0 "v4" |
| MemberName 36(tbufName) 1 "i4" |
| MemberName 36(tbufName) 2 "f1" |
| MemberName 36(tbufName) 3 "f3" |
| MemberName 36(tbufName) 4 "f4" |
| MemberName 36(tbufName) 5 "f5" |
| MemberName 36(tbufName) 6 "f6" |
| MemberName 36(tbufName) 7 "f7" |
| MemberName 36(tbufName) 8 "m1" |
| MemberName 36(tbufName) 9 "m2" |
| MemberName 36(tbufName) 10 "m3" |
| MemberName 36(tbufName) 11 "m4" |
| Name 38 "" |
| Name 44 "input" |
| Name 46 "input" |
| Name 49 "@entryPointOutput" |
| Name 50 "param" |
| MemberDecorate 14 0 Offset 0 |
| Decorate 14 Block |
| Decorate 16 DescriptorSet 0 |
| MemberDecorate 23 0 NonWritable |
| MemberDecorate 23 0 Offset 0 |
| Decorate 23 BufferBlock |
| Decorate 25 DescriptorSet 0 |
| MemberDecorate 29(cbufName) 0 Offset 0 |
| MemberDecorate 29(cbufName) 1 Offset 20 |
| Decorate 29(cbufName) Block |
| Decorate 31 DescriptorSet 10 |
| Decorate 31 Binding 2 |
| MemberDecorate 36(tbufName) 0 NonWritable |
| MemberDecorate 36(tbufName) 0 Offset 16 |
| MemberDecorate 36(tbufName) 1 NonWritable |
| MemberDecorate 36(tbufName) 1 Offset 48 |
| MemberDecorate 36(tbufName) 2 NonWritable |
| MemberDecorate 36(tbufName) 2 Offset 60 |
| MemberDecorate 36(tbufName) 3 NonWritable |
| MemberDecorate 36(tbufName) 3 Offset 64 |
| MemberDecorate 36(tbufName) 4 NonWritable |
| MemberDecorate 36(tbufName) 4 Offset 68 |
| MemberDecorate 36(tbufName) 5 NonWritable |
| MemberDecorate 36(tbufName) 5 Offset 72 |
| MemberDecorate 36(tbufName) 6 NonWritable |
| MemberDecorate 36(tbufName) 6 Offset 76 |
| MemberDecorate 36(tbufName) 7 NonWritable |
| MemberDecorate 36(tbufName) 7 Offset 80 |
| MemberDecorate 36(tbufName) 8 RowMajor |
| MemberDecorate 36(tbufName) 8 NonWritable |
| MemberDecorate 36(tbufName) 8 Offset 96 |
| MemberDecorate 36(tbufName) 8 MatrixStride 16 |
| MemberDecorate 36(tbufName) 9 ColMajor |
| MemberDecorate 36(tbufName) 9 NonWritable |
| MemberDecorate 36(tbufName) 9 Offset 160 |
| MemberDecorate 36(tbufName) 9 MatrixStride 16 |
| MemberDecorate 36(tbufName) 10 RowMajor |
| MemberDecorate 36(tbufName) 10 NonWritable |
| MemberDecorate 36(tbufName) 10 Offset 208 |
| MemberDecorate 36(tbufName) 10 MatrixStride 16 |
| MemberDecorate 36(tbufName) 11 RowMajor |
| MemberDecorate 36(tbufName) 11 NonWritable |
| MemberDecorate 36(tbufName) 11 Offset 272 |
| MemberDecorate 36(tbufName) 11 MatrixStride 16 |
| Decorate 36(tbufName) BufferBlock |
| Decorate 38 DescriptorSet 0 |
| Decorate 38 Binding 8 |
| Decorate 46(input) Location 0 |
| Decorate 49(@entryPointOutput) Location 0 |
| 2: TypeVoid |
| 3: TypeFunction 2 |
| 6: TypeFloat 32 |
| 7: TypeVector 6(float) 4 |
| 8: TypePointer Function 7(fvec4) |
| 9: TypeFunction 7(fvec4) 8(ptr) |
| 14: TypeStruct 7(fvec4) |
| 15: TypePointer Uniform 14(struct) |
| 16: 15(ptr) Variable Uniform |
| 17: TypeInt 32 1 |
| 18: 17(int) Constant 0 |
| 19: TypePointer Uniform 7(fvec4) |
| 23: TypeStruct 7(fvec4) |
| 24: TypePointer Uniform 23(struct) |
| 25: 24(ptr) Variable Uniform |
| 29(cbufName): TypeStruct 7(fvec4) 17(int) |
| 30: TypePointer Uniform 29(cbufName) |
| 31: 30(ptr) Variable Uniform |
| 35: TypeMatrix 7(fvec4) 3 |
| 36(tbufName): TypeStruct 7(fvec4) 17(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 35 35 35 35 |
| 37: TypePointer Uniform 36(tbufName) |
| 38: 37(ptr) Variable Uniform |
| 45: TypePointer Input 7(fvec4) |
| 46(input): 45(ptr) Variable Input |
| 48: TypePointer Output 7(fvec4) |
| 49(@entryPointOutput): 48(ptr) Variable Output |
| 4(PixelShaderFunction): 2 Function None 3 |
| 5: Label |
| 44(input): 8(ptr) Variable Function |
| 50(param): 8(ptr) Variable Function |
| 47: 7(fvec4) Load 46(input) |
| Store 44(input) 47 |
| 51: 7(fvec4) Load 44(input) |
| Store 50(param) 51 |
| 52: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 50(param) |
| Store 49(@entryPointOutput) 52 |
| Return |
| FunctionEnd |
| 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 |
| 10(input): 8(ptr) FunctionParameter |
| 12: Label |
| 13: 7(fvec4) Load 10(input) |
| 20: 19(ptr) AccessChain 16 18 |
| 21: 7(fvec4) Load 20 |
| 22: 7(fvec4) FAdd 13 21 |
| 26: 19(ptr) AccessChain 25 18 |
| 27: 7(fvec4) Load 26 |
| 28: 7(fvec4) FAdd 22 27 |
| 32: 19(ptr) AccessChain 31 18 |
| 33: 7(fvec4) Load 32 |
| 34: 7(fvec4) FAdd 28 33 |
| 39: 19(ptr) AccessChain 38 18 |
| 40: 7(fvec4) Load 39 |
| 41: 7(fvec4) FAdd 34 40 |
| ReturnValue 41 |
| FunctionEnd |