blob: 2b29c0c4f52ade34709a6ccfbb411f369b321dc4 [file] [log] [blame]
hlsl.sample.dx9.vert
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 direct index ( temp float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
0:17 'PosOut' ( temp 4-component vector of float)
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 direct index ( temp float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Pos: direct index for structure ( temp 4-component vector of float)
0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 divide ( temp 4-component vector of float)
0:19 'PosOut' ( temp 4-component vector of float)
0:19 Constant:
0:19 2.000000
0:21 Branch: Return with expression
0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:11 Pos: direct index for structure ( temp 4-component vector of float)
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:? Constant:
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 direct index ( temp float)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? 0.000000
0:? 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
0:17 'PosOut' ( temp 4-component vector of float)
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 direct index ( temp float)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? 0.000000
0:? 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Pos: direct index for structure ( temp 4-component vector of float)
0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 divide ( temp 4-component vector of float)
0:19 'PosOut' ( temp 4-component vector of float)
0:19 Constant:
0:19 2.000000
0:21 Branch: Return with expression
0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:11 Pos: direct index for structure ( temp 4-component vector of float)
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 64
Capability Shader
2: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 5 "main" 61
1: String ""
Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
// OpModuleProcessed auto-map-bindings
// OpModuleProcessed entry-point main
// OpModuleProcessed client vulkan100
// OpModuleProcessed target-env vulkan1.0
// OpModuleProcessed keep-uncalled
// OpModuleProcessed hlsl-offsets
#line 1
"
Name 5 "main"
Name 9 "VS_OUTPUT"
MemberName 9(VS_OUTPUT) 0 "Pos"
Name 11 "@main("
Name 14 "PosOut"
Name 20 "g_sam"
Name 36 "g_sam2D"
Name 49 "vsout"
Name 61 "@entryPointOutput.Pos"
Decorate 20(g_sam) DescriptorSet 0
Decorate 20(g_sam) Binding 0
Decorate 36(g_sam2D) DescriptorSet 0
Decorate 36(g_sam2D) Binding 1
Decorate 61(@entryPointOutput.Pos) BuiltIn Position
3: TypeVoid
4: TypeFunction 3
7: TypeFloat 32
8: TypeVector 7(float) 4
9(VS_OUTPUT): TypeStruct 8(fvec4)
10: TypeFunction 9(VS_OUTPUT)
13: TypePointer Function 8(fvec4)
15: 7(float) Constant 0
16: 8(fvec4) ConstantComposite 15 15 15 15
17: TypeImage 7(float) 2D sampled format:Unknown
18: TypeSampledImage 17
19: TypePointer UniformConstant 18
20(g_sam): 19(ptr) Variable UniformConstant
22: 7(float) Constant 1050253722
23: 7(float) Constant 1053609165
24: 7(float) Constant 1065353216
25: 8(fvec4) ConstantComposite 22 23 15 24
26: TypeVector 7(float) 2
30: TypeInt 32 0
31: 30(int) Constant 3
36(g_sam2D): 19(ptr) Variable UniformConstant
38: 7(float) Constant 1056964608
39: 7(float) Constant 1058642330
40: 8(fvec4) ConstantComposite 38 39 15 24
48: TypePointer Function 9(VS_OUTPUT)
50: TypeInt 32 1
51: 50(int) Constant 0
53: 7(float) Constant 1073741824
60: TypePointer Output 8(fvec4)
61(@entryPointOutput.Pos): 60(ptr) Variable Output
5(main): 3 Function None 4
6: Label
Line 1 11 0
62:9(VS_OUTPUT) FunctionCall 11(@main()
63: 8(fvec4) CompositeExtract 62 0
Store 61(@entryPointOutput.Pos) 63
Return
FunctionEnd
11(@main():9(VS_OUTPUT) Function None 10
12: Label
14(PosOut): 13(ptr) Variable Function
49(vsout): 48(ptr) Variable Function
Line 1 14 0
Store 14(PosOut) 16
Line 1 16 0
21: 18 Load 20(g_sam)
27: 7(float) CompositeExtract 25 0
28: 7(float) CompositeExtract 25 1
29: 26(fvec2) CompositeConstruct 27 28
32: 7(float) CompositeExtract 25 3
33: 8(fvec4) ImageSampleExplicitLod 21 29 Lod 32
34: 8(fvec4) Load 14(PosOut)
35: 8(fvec4) FAdd 34 33
Store 14(PosOut) 35
Line 1 17 0
37: 18 Load 36(g_sam2D)
41: 7(float) CompositeExtract 40 0
42: 7(float) CompositeExtract 40 1
43: 26(fvec2) CompositeConstruct 41 42
44: 7(float) CompositeExtract 40 3
45: 8(fvec4) ImageSampleExplicitLod 37 43 Lod 44
46: 8(fvec4) Load 14(PosOut)
47: 8(fvec4) FAdd 46 45
Store 14(PosOut) 47
Line 1 19 0
52: 8(fvec4) Load 14(PosOut)
54: 8(fvec4) CompositeConstruct 53 53 53 53
55: 8(fvec4) FDiv 52 54
56: 13(ptr) AccessChain 49(vsout) 51
Store 56 55
Line 1 21 0
57:9(VS_OUTPUT) Load 49(vsout)
ReturnValue 57
FunctionEnd