blob: becb500639e6766e9af833ebdd868a7de9571feb [file] [log] [blame]
hlsl.attributeC11.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 'input' ( in 4-component vector of float)
0:? Sequence
0:21 Branch: Return with expression
0:21 add ( temp 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:21 textureFetch ( temp 4-component vector of float)
0:21 'attach' ( uniform texture2D)
0:21 vector swizzle ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 0 (const int)
0:21 Sequence
0:21 Constant:
0:21 0 (const int)
0:21 direct index ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 0 (const int)
0:21 Constant:
0:21 1 (const int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=8) in 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
0:20 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data})
0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data})
0:? 'attach' ( uniform texture2D)
0:? 'ci' ( specialization-constant const int)
0:? 11 (const int)
0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a})
0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
0:? 'input' (layout( location=8) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:20 Function Parameters:
0:20 'input' ( in 4-component vector of float)
0:? Sequence
0:21 Branch: Return with expression
0:21 add ( temp 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:21 textureFetch ( temp 4-component vector of float)
0:21 'attach' ( uniform texture2D)
0:21 vector swizzle ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 0 (const int)
0:21 Sequence
0:21 Constant:
0:21 0 (const int)
0:21 direct index ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 0 (const int)
0:21 Constant:
0:21 1 (const int)
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 'input' (layout( location=8) in 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
0:20 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data})
0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data})
0:? 'attach' ( uniform texture2D)
0:? 'ci' ( specialization-constant const int)
0:? 11 (const int)
0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a})
0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
0:? 'input' (layout( location=8) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80007
// Id's are bound by 51
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 33 36
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "input"
Name 16 "attach"
Name 31 "input"
Name 33 "input"
Name 36 "@entryPointOutput"
Name 37 "param"
Name 41 "S"
MemberName 41(S) 0 "f"
Name 43 "buffer1"
MemberName 43(buffer1) 0 "@data"
Name 45 "buffer1"
Name 46 "buffer3"
Name 47 "ci"
Name 48 "pcBuf"
MemberName 48(pcBuf) 0 "a"
Name 50 ""
Decorate 16(attach) DescriptorSet 0
Decorate 16(attach) InputAttachmentIndex 4
Decorate 33(input) Location 8
Decorate 36(@entryPointOutput) Location 7
MemberDecorate 41(S) 0 Offset 0
Decorate 42 ArrayStride 8
MemberDecorate 43(buffer1) 0 NonWritable
MemberDecorate 43(buffer1) 0 Offset 0
Decorate 43(buffer1) BufferBlock
Decorate 45(buffer1) DescriptorSet 0
Decorate 45(buffer1) Binding 1
Decorate 46(buffer3) DescriptorSet 2
Decorate 46(buffer3) Binding 3
Decorate 47(ci) SpecId 13
MemberDecorate 48(pcBuf) 0 Offset 0
Decorate 48(pcBuf) Block
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: TypeImage 6(float) 2D sampled format:Unknown
15: TypePointer UniformConstant 14
16(attach): 15(ptr) Variable UniformConstant
18: TypeInt 32 1
19: TypeVector 18(int) 2
20: 18(int) Constant 0
21: 19(ivec2) ConstantComposite 20 20
22: TypeInt 32 0
23: 22(int) Constant 0
25: 22(int) Constant 1
32: TypePointer Input 7(fvec4)
33(input): 32(ptr) Variable Input
35: TypePointer Output 7(fvec4)
36(@entryPointOutput): 35(ptr) Variable Output
40: TypeVector 6(float) 2
41(S): TypeStruct 40(fvec2)
42: TypeRuntimeArray 41(S)
43(buffer1): TypeStruct 42
44: TypePointer Uniform 43(buffer1)
45(buffer1): 44(ptr) Variable Uniform
46(buffer3): 44(ptr) Variable Uniform
47(ci): 18(int) SpecConstant 11
48(pcBuf): TypeStruct 18(int)
49: TypePointer PushConstant 48(pcBuf)
50: 49(ptr) Variable PushConstant
4(main): 2 Function None 3
5: Label
31(input): 8(ptr) Variable Function
37(param): 8(ptr) Variable Function
34: 7(fvec4) Load 33(input)
Store 31(input) 34
38: 7(fvec4) Load 31(input)
Store 37(param) 38
39: 7(fvec4) FunctionCall 11(@main(vf4;) 37(param)
Store 36(@entryPointOutput) 39
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
13: 7(fvec4) Load 10(input)
17: 14 Load 16(attach)
24: 18(int) CompositeExtract 21 0
26: 18(int) CompositeExtract 21 1
27: 7(fvec4) ImageFetch 17 24 Lod 26
28: 7(fvec4) FAdd 13 27
ReturnValue 28
FunctionEnd