blob: 1aa9dbc38cae184a1411e352718f9fbd852f4b4d [file] [log] [blame]
hlsl.texturebuffer.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:15 Function Parameters:
0:15 'pos' ( in 4-component vector of float)
0:? Sequence
0:16 Branch: Return with expression
0:16 add ( temp 4-component vector of float)
0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
0:16 Constant:
0:16 0 (const int)
0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
0:16 Constant:
0:16 0 (const uint)
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' ( in 4-component vector of float FragCoord)
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'pos' ( in 4-component vector of float FragCoord)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
0:15 Function Parameters:
0:15 'pos' ( in 4-component vector of float)
0:? Sequence
0:16 Branch: Return with expression
0:16 add ( temp 4-component vector of float)
0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
0:16 Constant:
0:16 0 (const int)
0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
0:16 Constant:
0:16 0 (const uint)
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? 'pos' ( in 4-component vector of float FragCoord)
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
0:? 'pos' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'pos' ( in 4-component vector of float FragCoord)
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 39
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 32 35
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 11 "@main(vf4;"
Name 10 "pos"
Name 15 "TextureBuffer_var"
MemberName 15(TextureBuffer_var) 0 "f"
MemberName 15(TextureBuffer_var) 1 "i"
Name 17 "TextureBuffer_var"
Name 22 "tbuf2"
MemberName 22(tbuf2) 0 "f2"
MemberName 22(tbuf2) 1 "i2"
Name 24 ""
Name 30 "pos"
Name 32 "pos"
Name 35 "@entryPointOutput"
Name 36 "param"
MemberDecorate 15(TextureBuffer_var) 0 NonWritable
MemberDecorate 15(TextureBuffer_var) 0 Offset 0
MemberDecorate 15(TextureBuffer_var) 1 NonWritable
MemberDecorate 15(TextureBuffer_var) 1 Offset 16
Decorate 15(TextureBuffer_var) BufferBlock
Decorate 17(TextureBuffer_var) DescriptorSet 0
Decorate 17(TextureBuffer_var) Binding 0
MemberDecorate 22(tbuf2) 0 NonWritable
MemberDecorate 22(tbuf2) 0 Offset 0
MemberDecorate 22(tbuf2) 1 NonWritable
MemberDecorate 22(tbuf2) 1 Offset 16
Decorate 22(tbuf2) BufferBlock
Decorate 24 DescriptorSet 0
Decorate 24 Binding 0
Decorate 32(pos) BuiltIn FragCoord
Decorate 35(@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)
13: TypeInt 32 1
14: TypeVector 13(int) 4
15(TextureBuffer_var): TypeStruct 7(fvec4) 14(ivec4)
16: TypePointer Uniform 15(TextureBuffer_var)
17(TextureBuffer_var): 16(ptr) Variable Uniform
18: 13(int) Constant 0
19: TypePointer Uniform 7(fvec4)
22(tbuf2): TypeStruct 7(fvec4) 14(ivec4)
23: TypePointer Uniform 22(tbuf2)
24: 23(ptr) Variable Uniform
31: TypePointer Input 7(fvec4)
32(pos): 31(ptr) Variable Input
34: TypePointer Output 7(fvec4)
35(@entryPointOutput): 34(ptr) Variable Output
4(main): 2 Function None 3
5: Label
30(pos): 8(ptr) Variable Function
36(param): 8(ptr) Variable Function
33: 7(fvec4) Load 32(pos)
Store 30(pos) 33
37: 7(fvec4) Load 30(pos)
Store 36(param) 37
38: 7(fvec4) FunctionCall 11(@main(vf4;) 36(param)
Store 35(@entryPointOutput) 38
Return
FunctionEnd
11(@main(vf4;): 7(fvec4) Function None 9
10(pos): 8(ptr) FunctionParameter
12: Label
20: 19(ptr) AccessChain 17(TextureBuffer_var) 18
21: 7(fvec4) Load 20
25: 19(ptr) AccessChain 24 18
26: 7(fvec4) Load 25
27: 7(fvec4) FAdd 21 26
ReturnValue 27
FunctionEnd