blob: 725f309bca887100a43676d2e16a2787d7cfa622 [file] [log] [blame]
hlsl.gather.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of float)
0:29 'txval20' ( temp 4-component vector of float)
0:29 textureGather ( temp 4-component vector of float)
0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int)
0:30 textureGather ( temp 4-component vector of int)
0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint)
0:31 textureGather ( temp 4-component vector of uint)
0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
0:35 textureGather ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
0:36 textureGather ( temp 4-component vector of int)
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
0:37 textureGather ( temp 4-component vector of uint)
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp float)
0:40 Depth: direct index for structure ( temp float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Branch: Return with expression
0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of float)
0:29 'txval20' ( temp 4-component vector of float)
0:29 textureGather ( temp 4-component vector of float)
0:29 Construct combined texture-sampler ( temp sampler2DArray)
0:29 'g_tTex2df4a' ( uniform texture2DArray)
0:29 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of int)
0:30 'txval21' ( temp 4-component vector of int)
0:30 textureGather ( temp 4-component vector of int)
0:30 Construct combined texture-sampler ( temp isampler2DArray)
0:30 'g_tTex2di4a' ( uniform itexture2DArray)
0:30 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of uint)
0:31 'txval22' ( temp 4-component vector of uint)
0:31 textureGather ( temp 4-component vector of uint)
0:31 Construct combined texture-sampler ( temp usampler2DArray)
0:31 'g_tTex2du4a' ( uniform utexture2DArray)
0:31 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'txval40' ( temp 4-component vector of float)
0:35 textureGather ( temp 4-component vector of float)
0:35 Construct combined texture-sampler ( temp samplerCubeArray)
0:35 'g_tTexcdf4a' ( uniform textureCubeArray)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:36 Sequence
0:36 move second child to first child ( temp 4-component vector of int)
0:36 'txval41' ( temp 4-component vector of int)
0:36 textureGather ( temp 4-component vector of int)
0:36 Construct combined texture-sampler ( temp isamplerCubeArray)
0:36 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:36 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:? 0.700000
0:37 Sequence
0:37 move second child to first child ( temp 4-component vector of uint)
0:37 'txval42' ( temp 4-component vector of uint)
0:37 textureGather ( temp 4-component vector of uint)
0:37 Construct combined texture-sampler ( temp usamplerCubeArray)
0:37 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:37 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:? 1.000000
0:39 move second child to first child ( temp 4-component vector of float)
0:39 Color: direct index for structure ( temp 4-component vector of float)
0:39 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Constant:
0:39 0 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp float)
0:40 Depth: direct index for structure ( temp float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:40 Constant:
0:40 1.000000
0:42 Branch: Return with expression
0:42 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( ( temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:? 'g_tTex1di4a' ( uniform itexture1DArray)
0:? 'g_tTex1du4a' ( uniform utexture1DArray)
0:? 'g_tTex2df4a' ( uniform texture2DArray)
0:? 'g_tTex2di4a' ( uniform itexture2DArray)
0:? 'g_tTex2du4a' ( uniform utexture2DArray)
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80003
// Id's are bound by 124
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 107 111
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 13 "txval20"
Name 16 "g_tTex2df4a"
Name 20 "g_sSamp"
Name 34 "txval21"
Name 37 "g_tTex2di4a"
Name 49 "txval22"
Name 52 "g_tTex2du4a"
Name 61 "txval40"
Name 64 "g_tTexcdf4a"
Name 71 "txval41"
Name 74 "g_tTexcdi4a"
Name 81 "txval42"
Name 84 "g_tTexcdu4a"
Name 95 "psout"
Name 104 "flattenTemp"
Name 107 "@entryPointOutput.Color"
Name 111 "@entryPointOutput.Depth"
Name 116 "g_tTex1df4a"
Name 117 "g_tTex1df4"
Name 120 "g_tTex1di4a"
Name 123 "g_tTex1du4a"
Decorate 16(g_tTex2df4a) DescriptorSet 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 37(g_tTex2di4a) DescriptorSet 0
Decorate 52(g_tTex2du4a) DescriptorSet 0
Decorate 64(g_tTexcdf4a) DescriptorSet 0
Decorate 74(g_tTexcdi4a) DescriptorSet 0
Decorate 84(g_tTexcdu4a) DescriptorSet 0
Decorate 107(@entryPointOutput.Color) Location 0
Decorate 111(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 116(g_tTex1df4a) DescriptorSet 0
Decorate 116(g_tTex1df4a) Binding 1
Decorate 117(g_tTex1df4) DescriptorSet 0
Decorate 117(g_tTex1df4) Binding 0
Decorate 120(g_tTex1di4a) DescriptorSet 0
Decorate 123(g_tTex1du4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: TypeImage 6(float) 2D array sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex2df4a): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 3
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 6(float) Constant 1050253722
28: 24(fvec3) ConstantComposite 25 26 27
29: TypeInt 32 1
30: 29(int) Constant 0
32: TypeVector 29(int) 4
33: TypePointer Function 32(ivec4)
35: TypeImage 29(int) 2D array sampled format:Unknown
36: TypePointer UniformConstant 35
37(g_tTex2di4a): 36(ptr) Variable UniformConstant
40: TypeSampledImage 35
42: 6(float) Constant 1053609165
43: 6(float) Constant 1056964608
44: 24(fvec3) ConstantComposite 27 42 43
46: TypeInt 32 0
47: TypeVector 46(int) 4
48: TypePointer Function 47(ivec4)
50: TypeImage 46(int) 2D array sampled format:Unknown
51: TypePointer UniformConstant 50
52(g_tTex2du4a): 51(ptr) Variable UniformConstant
55: TypeSampledImage 50
57: 6(float) Constant 1058642330
58: 6(float) Constant 1060320051
59: 24(fvec3) ConstantComposite 43 57 58
62: TypeImage 6(float) Cube array sampled format:Unknown
63: TypePointer UniformConstant 62
64(g_tTexcdf4a): 63(ptr) Variable UniformConstant
67: TypeSampledImage 62
69: 7(fvec4) ConstantComposite 25 26 27 42
72: TypeImage 29(int) Cube array sampled format:Unknown
73: TypePointer UniformConstant 72
74(g_tTexcdi4a): 73(ptr) Variable UniformConstant
77: TypeSampledImage 72
79: 7(fvec4) ConstantComposite 42 43 57 58
82: TypeImage 46(int) Cube array sampled format:Unknown
83: TypePointer UniformConstant 82
84(g_tTexcdu4a): 83(ptr) Variable UniformConstant
87: TypeSampledImage 82
89: 6(float) Constant 1061997773
90: 6(float) Constant 1063675494
91: 6(float) Constant 1065353216
92: 7(fvec4) ConstantComposite 58 89 90 91
94: TypePointer Function 8(PS_OUTPUT)
96: 7(fvec4) ConstantComposite 91 91 91 91
98: 29(int) Constant 1
99: TypePointer Function 6(float)
106: TypePointer Output 7(fvec4)
107(@entryPointOutput.Color): 106(ptr) Variable Output
110: TypePointer Output 6(float)
111(@entryPointOutput.Depth): 110(ptr) Variable Output
114: TypeImage 6(float) 1D array sampled format:Unknown
115: TypePointer UniformConstant 114
116(g_tTex1df4a): 115(ptr) Variable UniformConstant
117(g_tTex1df4): 115(ptr) Variable UniformConstant
118: TypeImage 29(int) 1D array sampled format:Unknown
119: TypePointer UniformConstant 118
120(g_tTex1di4a): 119(ptr) Variable UniformConstant
121: TypeImage 46(int) 1D array sampled format:Unknown
122: TypePointer UniformConstant 121
123(g_tTex1du4a): 122(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
104(flattenTemp): 94(ptr) Variable Function
105:8(PS_OUTPUT) FunctionCall 10(@main()
Store 104(flattenTemp) 105
108: 12(ptr) AccessChain 104(flattenTemp) 30
109: 7(fvec4) Load 108
Store 107(@entryPointOutput.Color) 109
112: 99(ptr) AccessChain 104(flattenTemp) 98
113: 6(float) Load 112
Store 111(@entryPointOutput.Depth) 113
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval20): 12(ptr) Variable Function
34(txval21): 33(ptr) Variable Function
49(txval22): 48(ptr) Variable Function
61(txval40): 12(ptr) Variable Function
71(txval41): 33(ptr) Variable Function
81(txval42): 48(ptr) Variable Function
95(psout): 94(ptr) Variable Function
17: 14 Load 16(g_tTex2df4a)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
31: 7(fvec4) ImageGather 23 28 30
Store 13(txval20) 31
38: 35 Load 37(g_tTex2di4a)
39: 18 Load 20(g_sSamp)
41: 40 SampledImage 38 39
45: 32(ivec4) ImageGather 41 44 30
Store 34(txval21) 45
53: 50 Load 52(g_tTex2du4a)
54: 18 Load 20(g_sSamp)
56: 55 SampledImage 53 54
60: 47(ivec4) ImageGather 56 59 30
Store 49(txval22) 60
65: 62 Load 64(g_tTexcdf4a)
66: 18 Load 20(g_sSamp)
68: 67 SampledImage 65 66
70: 7(fvec4) ImageGather 68 69 30
Store 61(txval40) 70
75: 72 Load 74(g_tTexcdi4a)
76: 18 Load 20(g_sSamp)
78: 77 SampledImage 75 76
80: 32(ivec4) ImageGather 78 79 30
Store 71(txval41) 80
85: 82 Load 84(g_tTexcdu4a)
86: 18 Load 20(g_sSamp)
88: 87 SampledImage 85 86
93: 47(ivec4) ImageGather 88 92 30
Store 81(txval42) 93
97: 12(ptr) AccessChain 95(psout) 30
Store 97 96
100: 99(ptr) AccessChain 95(psout) 98
Store 100 91
101:8(PS_OUTPUT) Load 95(psout)
ReturnValue 101
FunctionEnd