Commit 4e55988a by John Kessenich

HLSL Tests: Tests for previous commit, to make it easier to see what's changing.

parent 6dbc0a7a
......@@ -2,7 +2,7 @@ hlsl.assoc.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
......@@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.attribute.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -21,7 +21,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.buffer.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -46,7 +46,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......
......@@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......@@ -188,7 +188,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.cast.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -33,7 +33,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.conditional.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -119,7 +119,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.constructexpr.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
......@@ -53,7 +53,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
......
......@@ -3,7 +3,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_greater
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1; (temp void)
0:2 Function Parameters:
0:2 'depth' (out float FragDepth)
0:? Sequence
......@@ -22,7 +22,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_greater
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1; (temp void)
0:2 Function Parameters:
0:2 'depth' (out float FragDepth)
0:? Sequence
......
......@@ -3,7 +3,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_less
0:? Sequence
0:2 Function Definition: PixelShaderFunction( (global float FragDepth)
0:2 Function Definition: PixelShaderFunction( (temp float FragDepth)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
......@@ -23,7 +23,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_less
0:? Sequence
0:2 Function Definition: PixelShaderFunction( (global float FragDepth)
0:2 Function Definition: PixelShaderFunction( (temp float FragDepth)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.discard.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo(f1; (global void)
0:2 Function Definition: foo(f1; (temp void)
0:2 Function Parameters:
0:2 'f' (in float)
0:? Sequence
......@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:3 1.000000
0:3 true case
0:4 Branch: Kill
0:8 Function Definition: PixelShaderFunction(vf4; (global void)
0:8 Function Definition: PixelShaderFunction(vf4; (temp void)
0:8 Function Parameters:
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 Function Call: foo(f1; (temp void)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
......@@ -49,7 +49,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo(f1; (global void)
0:2 Function Definition: foo(f1; (temp void)
0:2 Function Parameters:
0:2 'f' (in float)
0:? Sequence
......@@ -61,11 +61,11 @@ gl_FragCoord origin is upper left
0:3 1.000000
0:3 true case
0:4 Branch: Kill
0:8 Function Definition: PixelShaderFunction(vf4; (global void)
0:8 Function Definition: PixelShaderFunction(vf4; (temp void)
0:8 Function Parameters:
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 Function Call: foo(f1; (temp void)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
......
......@@ -2,7 +2,7 @@ hlsl.doLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -38,7 +38,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.entry-in.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
......@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
......@@ -48,12 +48,12 @@ gl_FragCoord origin is upper left
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:? move second child to first child (temp 2-component vector of float)
......@@ -100,7 +100,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
......@@ -120,7 +120,7 @@ gl_FragCoord origin is upper left
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
......@@ -146,12 +146,12 @@ gl_FragCoord origin is upper left
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:? move second child to first child (temp 2-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.entry-out.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (layout(location=1 ) out 4-component vector of float)
......@@ -72,7 +72,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (layout(location=1 ) out 4-component vector of float)
......
......@@ -12,7 +12,7 @@ gl_FragCoord origin is upper left
0:2 'scalar' (global float)
0:2 Constant:
0:2 2.000000
0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:5 Function Parameters:
0:5 'inFloat1' (in 1-component vector of float)
0:5 'inScalar' (in float)
......@@ -46,7 +46,7 @@ gl_FragCoord origin is upper left
0:2 'scalar' (global float)
0:2 Constant:
0:2 2.000000
0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:5 Function Parameters:
0:5 'inFloat1' (in 1-component vector of float)
0:5 'inScalar' (in float)
......
......@@ -5,28 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
Linked fragment stage:
......@@ -35,32 +26,23 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 30
// Id's are bound by 26
Capability Shader
1: ExtInstImport "GLSL.std.450"
......@@ -70,44 +52,43 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 26 "ff1"
Name 27 "ff2"
Name 28 "ff3"
Name 29 "ff4"
Decorate 26(ff1) BuiltIn FrontFacing
Decorate 27(ff2) Offset 4
Decorate 28(ff3) Offset 4
Decorate 28(ff3) Binding 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Binding 1
Name 15 "$Global"
MemberName 15($Global) 0 "AmbientColor"
MemberName 15($Global) 1 "ff1"
MemberName 15($Global) 2 "ff2"
MemberName 15($Global) 3 "ff3"
MemberName 15($Global) 4 "ff4"
Name 17 ""
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 16
MemberDecorate 15($Global) 1 BuiltIn FrontFacing
MemberDecorate 15($Global) 2 Offset 20
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypePointer Private 7(fvec4)
14(AmbientColor): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
16: 6(float) Constant 1056964608
17: 6(float) Constant 0
18: 7(fvec4) ConstantComposite 15 16 17 15
24: TypeBool
25: TypePointer Private 24(bool)
26(ff1): 25(ptr) Variable Private
27(ff2): 13(ptr) Variable Private
28(ff3): 13(ptr) Variable Private
29(ff4): 13(ptr) Variable Private
14: TypeInt 32 0
15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: TypeInt 32 1
19: 18(int) Constant 0
20: TypePointer Uniform 7(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
Store 14(AmbientColor) 18
FunctionEnd
11(ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
19: 7(fvec4) Load 10(input)
20: 7(fvec4) Load 14(AmbientColor)
21: 7(fvec4) FMul 19 20
ReturnValue 21
13: 7(fvec4) Load 10(input)
21: 20(ptr) AccessChain 17 19
22: 7(fvec4) Load 21
23: 7(fvec4) FMul 13 22
ReturnValue 23
FunctionEnd
......@@ -2,7 +2,7 @@ hlsl.forLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -124,7 +124,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
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
......@@ -128,7 +128,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
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
......
......@@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence
......@@ -126,7 +126,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence
......
hlsl.gather.basic.dx10.vert
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -110,7 +110,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......@@ -101,7 +101,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
......@@ -98,7 +98,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
......
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
......@@ -1114,7 +1114,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
......
hlsl.getdimensions.dx10.vert
Shader version: 450
0:? Sequence
0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence
......@@ -56,7 +56,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence
......
......@@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
......@@ -72,7 +72,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.if.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -103,7 +103,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -78,7 +78,7 @@ gl_FragCoord origin is upper left
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -236,7 +236,7 @@ gl_FragCoord origin is upper left
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.init2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: Test1( (global void)
0:3 Function Definition: Test1( (temp void)
0:3 Function Parameters:
0:? Sequence
0:5 Sequence
......@@ -29,10 +29,10 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:26 Function Definition: main( (global structure{temp 4-component vector of float color})
0:26 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:27 Function Call: Test1( (temp void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})
......@@ -62,7 +62,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: Test1( (global void)
0:3 Function Definition: Test1( (temp void)
0:3 Function Parameters:
0:? Sequence
0:5 Sequence
......@@ -89,10 +89,10 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:26 Function Definition: main( (global structure{temp 4-component vector of float color})
0:26 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:27 Function Call: Test1( (temp void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})
......
......@@ -2,7 +2,7 @@ hlsl.inoutquals.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Definition: MyFunc(f1;f1;f1; (temp void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
......@@ -18,7 +18,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
......@@ -31,7 +31,7 @@ gl_FragCoord origin is upper left
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 Function Call: MyFunc(f1;f1;f1; (temp void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)
......@@ -82,7 +82,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Definition: MyFunc(f1;f1;f1; (temp void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
......@@ -98,7 +98,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
......@@ -111,7 +111,7 @@ gl_FragCoord origin is upper left
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 Function Call: MyFunc(f1;f1;f1; (temp void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.barriers.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:3 Function Definition: ComputeShaderFunction( (global float)
0:3 Function Definition: ComputeShaderFunction( (temp float)
0:3 Function Parameters:
0:? Sequence
0:4 MemoryBarrier (global void)
......@@ -27,7 +27,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:3 Function Definition: ComputeShaderFunction( (global float)
0:3 Function Definition: ComputeShaderFunction( (temp float)
0:3 Function Parameters:
0:? Sequence
0:4 MemoryBarrier (global void)
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
......@@ -74,7 +74,7 @@ local_size = (1, 1, 1)
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 1-component vector of float)
0:45 'inF1' (in 1-component vector of float)
......@@ -83,7 +83,7 @@ local_size = (1, 1, 1)
0:47 Branch: Return with expression
0:47 Constant:
0:47 0.000000
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:51 Function Parameters:
0:51 'inF0' (in 2-component vector of float)
0:51 'inF1' (in 2-component vector of float)
......@@ -156,7 +156,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' (in 3-component vector of float)
0:78 'inF1' (in 3-component vector of float)
......@@ -230,7 +230,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -335,7 +335,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
......@@ -407,7 +407,7 @@ local_size = (1, 1, 1)
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 1-component vector of float)
0:45 'inF1' (in 1-component vector of float)
......@@ -416,7 +416,7 @@ local_size = (1, 1, 1)
0:47 Branch: Return with expression
0:47 Constant:
0:47 0.000000
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:51 Function Parameters:
0:51 'inF0' (in 2-component vector of float)
0:51 'inF1' (in 2-component vector of float)
......@@ -489,7 +489,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' (in 3-component vector of float)
0:78 'inF1' (in 3-component vector of float)
......@@ -563,7 +563,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.double.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Parameters:
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)
......@@ -51,7 +51,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Parameters:
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.evalfns.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void)
0:3 Function Parameters:
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)
......@@ -57,7 +57,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void)
0:3 Function Parameters:
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)
......
......@@ -9,7 +9,7 @@ ERROR: 4 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:? Sequence
......@@ -19,14 +19,14 @@ ERROR: node is still EOpNull!
0:5 Branch: Return with expression
0:5 Constant:
0:5 0.000000
0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float)
0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inF0' (in 1-component vector of float)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 0.000000
0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float)
0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float)
0:15 Function Parameters:
0:15 'inF0' (in 2-component vector of float)
0:? Sequence
......@@ -37,7 +37,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float)
0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float)
0:22 Function Parameters:
0:22 'inF0' (in 3-component vector of float)
0:? Sequence
......@@ -49,7 +49,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -76,7 +76,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:? Sequence
......@@ -86,14 +86,14 @@ ERROR: node is still EOpNull!
0:5 Branch: Return with expression
0:5 Constant:
0:5 0.000000
0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float)
0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inF0' (in 1-component vector of float)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 0.000000
0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float)
0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float)
0:15 Function Parameters:
0:15 'inF0' (in 2-component vector of float)
0:? Sequence
......@@ -104,7 +104,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float)
0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float)
0:22 Function Parameters:
0:22 'inF0' (in 3-component vector of float)
0:? Sequence
......@@ -116,7 +116,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.lit.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void)
0:2 Function Parameters:
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)
......@@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void)
0:2 Function Parameters:
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)
......
......@@ -2,7 +2,7 @@ hlsl.intrinsics.negative.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
......@@ -12,7 +12,7 @@ local_size = (1, 1, 1)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (in 1-component vector of float)
0:57 'inF1' (in 1-component vector of float)
......@@ -22,7 +22,7 @@ local_size = (1, 1, 1)
0:62 Branch: Return with expression
0:62 Constant:
0:62 0.000000
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:66 Function Parameters:
0:66 'inF0' (in 2-component vector of float)
0:66 'inF1' (in 2-component vector of float)
......@@ -33,7 +33,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' (in 3-component vector of float)
0:113 'inF1' (in 3-component vector of float)
......@@ -45,7 +45,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -75,7 +75,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
......@@ -85,7 +85,7 @@ local_size = (1, 1, 1)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (in 1-component vector of float)
0:57 'inF1' (in 1-component vector of float)
......@@ -95,7 +95,7 @@ local_size = (1, 1, 1)
0:62 Branch: Return with expression
0:62 Constant:
0:62 0.000000
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:66 Function Parameters:
0:66 'inF0' (in 2-component vector of float)
0:66 'inF1' (in 2-component vector of float)
......@@ -106,7 +106,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' (in 3-component vector of float)
0:113 'inF1' (in 3-component vector of float)
......@@ -118,7 +118,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)
......
......@@ -65,7 +65,7 @@ ERROR: 60 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
......@@ -142,7 +142,7 @@ ERROR: node is still EOpNull!
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (in 1-component vector of float)
0:36 'inF1' (in 1-component vector of float)
......@@ -154,7 +154,7 @@ ERROR: node is still EOpNull!
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 2-component vector of float)
0:45 'inF1' (in 2-component vector of float)
......@@ -197,7 +197,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (in 3-component vector of float)
0:63 'inF1' (in 3-component vector of float)
......@@ -233,7 +233,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -276,7 +276,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' (in 2X2 matrix of float)
0:115 'inF1' (in 2X2 matrix of float)
......@@ -314,7 +314,7 @@ ERROR: node is still EOpNull!
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' (in 3X3 matrix of float)
0:123 'inF1' (in 3X3 matrix of float)
......@@ -357,7 +357,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' (in 4X4 matrix of float)
0:131 'inF1' (in 4X4 matrix of float)
......@@ -421,7 +421,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
......@@ -498,7 +498,7 @@ ERROR: node is still EOpNull!
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (in 1-component vector of float)
0:36 'inF1' (in 1-component vector of float)
......@@ -510,7 +510,7 @@ ERROR: node is still EOpNull!
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 2-component vector of float)
0:45 'inF1' (in 2-component vector of float)
......@@ -553,7 +553,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (in 3-component vector of float)
0:63 'inF1' (in 3-component vector of float)
......@@ -589,7 +589,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -632,7 +632,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' (in 2X2 matrix of float)
0:115 'inF1' (in 2X2 matrix of float)
......@@ -670,7 +670,7 @@ ERROR: node is still EOpNull!
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' (in 3X3 matrix of float)
0:123 'inF1' (in 3X3 matrix of float)
......@@ -713,7 +713,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' (in 4X4 matrix of float)
0:131 'inF1' (in 4X4 matrix of float)
......
hlsl.intrinsics.negative.vert
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
......@@ -11,7 +11,7 @@ Shader version: 450
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
......@@ -21,7 +21,7 @@ Shader version: 450
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
......@@ -32,7 +32,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
......@@ -44,7 +44,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -60,7 +60,7 @@ Shader version: 450
0:? 3.000000
0:? 4.000000
0:217 Branch: Return
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
......@@ -72,7 +72,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
......@@ -89,7 +89,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)
......@@ -138,7 +138,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
......@@ -148,7 +148,7 @@ Shader version: 450
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
......@@ -158,7 +158,7 @@ Shader version: 450
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
......@@ -169,7 +169,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
......@@ -181,7 +181,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
......@@ -197,7 +197,7 @@ Shader version: 450
0:? 3.000000
0:? 4.000000
0:217 Branch: Return
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
......@@ -209,7 +209,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
......@@ -226,7 +226,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)
......
......@@ -2,7 +2,7 @@ hlsl.layout.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:16 Function Parameters:
0:16 'input' (in 4-component vector of float)
0:? Sequence
......@@ -37,7 +37,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:16 Function Parameters:
0:16 'input' (in 4-component vector of float)
0:? Sequence
......
......@@ -2,12 +2,7 @@ hlsl.matType.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 1-component vector of float)
0:1 'f1' (global 1-component vector of float)
0:1 Constant:
0:1 1.000000
0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inFloat1' (in 1-component vector of float)
0:9 'inScalar' (in float)
......@@ -15,12 +10,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
0:? 'f1' (global 1-component vector of float)
0:? 'fmat11' (global 1X1 matrix of float)
0:? 'fmat41' (global 4X1 matrix of float)
0:? 'fmat12' (global 1X2 matrix of float)
0:? 'dmat23' (global 2X3 matrix of double)
0:? 'int44' (global 4X4 matrix of int)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44})
Linked fragment stage:
......@@ -29,12 +19,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 1-component vector of float)
0:1 'f1' (global 1-component vector of float)
0:1 Constant:
0:1 1.000000
0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inFloat1' (in 1-component vector of float)
0:9 'inScalar' (in float)
......@@ -42,16 +27,11 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
0:? 'f1' (global 1-component vector of float)
0:? 'fmat11' (global 1X1 matrix of float)
0:? 'fmat41' (global 4X1 matrix of float)
0:? 'fmat12' (global 1X2 matrix of float)
0:? 'dmat23' (global 2X3 matrix of double)
0:? 'int44' (global 4X4 matrix of int)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 40
// Id's are bound by 30
Capability Shader
Capability Float64
......@@ -63,49 +43,42 @@ gl_FragCoord origin is upper left
Name 11 "ShaderFunction(vf1;f1;"
Name 9 "inFloat1"
Name 10 "inScalar"
Name 14 "f1"
Name 22 "fmat11"
Name 25 "fmat41"
Name 29 "fmat12"
Name 34 "dmat23"
Name 39 "int44"
Name 27 "$Global"
MemberName 27($Global) 0 "f1"
MemberName 27($Global) 1 "fmat11"
MemberName 27($Global) 2 "fmat41"
MemberName 27($Global) 3 "fmat12"
MemberName 27($Global) 4 "dmat23"
MemberName 27($Global) 5 "int44"
Name 29 ""
Decorate 27($Global) Block
Decorate 29 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeFunction 6(float) 7(ptr) 7(ptr)
13: TypePointer Private 6(float)
14(f1): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
19: TypeVector 6(float) 1
20: TypeMatrix 19(fvec) 1
21: TypePointer Private 20
22(fmat11): 21(ptr) Variable Private
23: TypeMatrix 19(fvec) 4
24: TypePointer Private 23
25(fmat41): 24(ptr) Variable Private
26: TypeVector 6(float) 2
27: TypeMatrix 26(fvec2) 1
28: TypePointer Private 27
29(fmat12): 28(ptr) Variable Private
30: TypeFloat 64
31: TypeVector 30(float) 3
32: TypeMatrix 31(fvec3) 2
33: TypePointer Private 32
34(dmat23): 33(ptr) Variable Private
35: TypeInt 32 1
36: TypeVector 35(int) 4
37: TypeMatrix 36(ivec4) 4
38: TypePointer Private 37
39(int44): 38(ptr) Variable Private
16: TypeVector 6(float) 1
17: TypeMatrix 16(fvec) 1
18: TypeMatrix 16(fvec) 4
19: TypeVector 6(float) 2
20: TypeMatrix 19(fvec2) 1
21: TypeFloat 64
22: TypeVector 21(float) 3
23: TypeMatrix 22(fvec3) 2
24: TypeInt 32 1
25: TypeVector 24(int) 4
26: TypeMatrix 25(ivec4) 4
27($Global): TypeStruct 6(float) 17 18 20 23 26
28: TypePointer Uniform 27($Global)
29: 28(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
Store 14(f1) 15
FunctionEnd
11(ShaderFunction(vf1;f1;): 6(float) Function None 8
9(inFloat1): 7(ptr) FunctionParameter
10(inScalar): 7(ptr) FunctionParameter
12: Label
16: 6(float) Load 9(inFloat1)
ReturnValue 16
13: 6(float) Load 9(inFloat1)
ReturnValue 13
FunctionEnd
......@@ -2,7 +2,7 @@ hlsl.max.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
......@@ -26,7 +26,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
......
hlsl.multiEntry.vert
Shader version: 450
0:? Sequence
0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float)
0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'Index' (in uint)
0:? Sequence
......@@ -10,14 +10,14 @@ Shader version: 450
0:5 'Position' (uniform samplerBuffer)
0:5 Convert uint to int (temp int)
0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
0:9 Function Parameters:
0:9 'Index' (in uint VertexIndex)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float)
0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float)
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects
......@@ -31,7 +31,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float)
0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'Index' (in uint)
0:? Sequence
......@@ -40,14 +40,14 @@ Shader version: 450
0:5 'Position' (uniform samplerBuffer)
0:5 Convert uint to int (temp int)
0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
0:9 Function Parameters:
0:9 'Index' (in uint VertexIndex)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float)
0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float)
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects
......
......@@ -2,7 +2,7 @@ hlsl.numericsuffixes.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (global structure{temp 4-component vector of float color})
0:5 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
......@@ -77,7 +77,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (global structure{temp 4-component vector of float color})
0:5 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.pp.line.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
......@@ -57,7 +57,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.precedence.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)
......@@ -59,7 +59,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.precedence2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)
......@@ -42,7 +42,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)
......
......@@ -2,11 +2,11 @@ hlsl.precise.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:6 Function Definition: MyFunction(f1;vf3; (global void)
0:6 Function Definition: MyFunction(f1;vf3; (temp void)
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)
......@@ -39,11 +39,11 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:6 Function Definition: MyFunction(f1;vf3; (global void)
0:6 Function Definition: MyFunction(f1;vf3; (temp void)
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -5,7 +5,7 @@ Linked vertex stage:
Uniform reflection:
anonMember3: offset 80, type 8b52, size 1, index 0
s.a: offset -1, type 1404, size 1, index -1
s.a: offset 0, type 1404, size 1, index 1
scalar: offset 12, type 1404, size 1, index 0
m23: offset 16, type 8b67, size 1, index 0
scalarAfterm23: offset 48, type 1404, size 1, index 0
......@@ -20,60 +20,57 @@ memf2: offset 60, type 8b56, size 1, index 0
memf3: offset 64, type 1404, size 1, index 0
memfloat2a: offset 72, type 8b50, size 1, index 0
m22: offset 80, type 8b5a, size 7, index 0
dm22: offset -1, type 8b5a, size 4, index -1
dm22: offset 32, type 8b5a, size 4, index 1
foo.n1.a: offset 0, type 1406, size 1, index 0
foo.n2.b: offset 16, type 1406, size 1, index 0
foo.n2.c: offset 20, type 1406, size 1, index 0
foo.n2.d: offset 24, type 1406, size 1, index 0
deepA[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepA[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[0].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[1].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[3].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[0].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[1].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[3].va: offset -1, type 8b50, size 2, index -1
deepC[1].iv4: offset -1, type 8b52, size 1, index -1
deepC[1].d2.i: offset -1, type 1404, size 1, index -1
deepC[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepC[1].v3: offset -1, type 8b54, size 1, index -1
deepD[0].iv4: offset -1, type 8b52, size 1, index -1
deepD[0].d2.i: offset -1, type 1404, size 1, index -1
deepD[0].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepD[0].v3: offset -1, type 8b54, size 1, index -1
deepD[1].iv4: offset -1, type 8b52, size 1, index -1
deepD[1].d2.i: offset -1, type 1404, size 1, index -1
deepD[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepD[1].v3: offset -1, type 8b54, size 1, index -1
deepA.d2.d1[2].va: offset 376, type 8b50, size 2, index 1
deepB.d2.d1.va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[0].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[1].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[2].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[3].va: offset 984, type 8b50, size 2, index 1
deepC.iv4: offset 1568, type 8b52, size 1, index 1
deepC.d2.i: offset 1568, type 1404, size 1, index 1
deepC.d2.d1[0].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[0].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[1].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[1].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[2].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[2].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[3].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[3].b: offset 1568, type 8b56, size 1, index 1
deepC.v3: offset 1568, type 8b54, size 1, index 1
deepD[0].iv4: offset 2480, type 8b52, size 1, index 1
deepD[0].d2.i: offset 2480, type 1404, size 1, index 1
deepD[0].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1
deepD[0].v3: offset 2480, type 8b54, size 1, index 1
deepD[1].iv4: offset 2480, type 8b52, size 1, index 1
deepD[1].d2.i: offset 2480, type 1404, size 1, index 1
deepD[1].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1
deepD[1].v3: offset 2480, type 8b54, size 1, index 1
foo: offset 0, type 1406, size 1, index 0
anonMember1: offset 0, type 8b51, size 1, index 0
uf1: offset -1, type 1406, size 1, index -1
uf1: offset 16, type 1406, size 1, index 1
Uniform block reflection:
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$Global: offset -1, type ffffffff, size 3088, index -1
Vertex attribute reflection:
attributeFloat: offset 0, type 1406, size 0, index 0
......
......@@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -158,7 +158,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......
......@@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)
......@@ -273,7 +273,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)
......
......@@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -179,7 +179,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -134,7 +134,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -209,7 +209,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -197,7 +197,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -146,7 +146,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -196,7 +196,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -187,7 +187,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -160,7 +160,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmp.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -166,7 +166,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -214,7 +214,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -205,7 +205,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -172,7 +172,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......@@ -178,7 +178,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplegrad.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -212,7 +212,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplegrad.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -263,7 +263,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
hlsl.samplegrad.basic.dx10.vert
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
......@@ -247,7 +247,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplegrad.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -233,7 +233,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -167,7 +167,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplelevel.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......@@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplelevel.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:32 Sequence
......@@ -210,7 +210,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:32 Sequence
......
hlsl.samplelevel.basic.dx10.vert
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
......@@ -193,7 +193,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplelevel.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......@@ -197,7 +197,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.samplelevel.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......@@ -146,7 +146,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
......
......@@ -2,7 +2,7 @@ hlsl.scope.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,11 +2,11 @@ hlsl.semicolons.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: MyFunc( (global void)
0:2 Function Definition: MyFunc( (temp void)
0:2 Function Parameters:
0:8 Function Definition: MyFunc2( (global void)
0:8 Function Definition: MyFunc2( (temp void)
0:8 Function Parameters:
0:13 Function Definition: main( (global structure{temp 4-component vector of float color})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:13 Function Parameters:
0:? Sequence
0:16 move second child to first child (temp 4-component vector of float)
......@@ -38,11 +38,11 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: MyFunc( (global void)
0:2 Function Definition: MyFunc( (temp void)
0:2 Function Parameters:
0:8 Function Definition: MyFunc2( (global void)
0:8 Function Definition: MyFunc2( (temp void)
0:8 Function Parameters:
0:13 Function Definition: main( (global structure{temp 4-component vector of float color})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:13 Function Parameters:
0:? Sequence
0:16 move second child to first child (temp 4-component vector of float)
......
......@@ -2,7 +2,7 @@ hlsl.shapeConv.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'f' (in float)
......@@ -117,7 +117,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'f' (in float)
......
......@@ -2,7 +2,7 @@ hlsl.sin.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......@@ -23,7 +23,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.string.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main(f1; (global float)
0:10 Function Definition: main(f1; (temp float)
0:10 Function Parameters:
0:10 'f' (layout(location=0 ) in float)
0:? Sequence
......@@ -22,7 +22,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main(f1; (global float)
0:10 Function Definition: main(f1; (temp float)
0:10 Function Parameters:
0:10 'f' (layout(location=0 ) in float)
0:? Sequence
......
......@@ -2,7 +2,7 @@ hlsl.stringtoken.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
......@@ -26,8 +26,8 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
Linked fragment stage:
......@@ -36,7 +36,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
......@@ -60,12 +60,12 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 28
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
......@@ -78,9 +78,13 @@ gl_FragCoord origin is upper left
Name 10 "psout"
Name 19 "Color"
Name 25 "TestTexture"
Name 27 "TestUF"
Name 26 "$Global"
MemberName 26($Global) 0 "TestUF"
Name 28 ""
Decorate 19(Color) Location 0
Decorate 25(TestTexture) DescriptorSet 0
Decorate 26($Global) Block
Decorate 28 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......@@ -98,8 +102,9 @@ gl_FragCoord origin is upper left
23: TypeImage 6(float) 2D sampled format:Unknown
24: TypePointer UniformConstant 23
25(TestTexture): 24(ptr) Variable UniformConstant
26: TypePointer UniformConstant 7(fvec4)
27(TestUF): 26(ptr) Variable UniformConstant
26($Global): TypeStruct 7(fvec4)
27: TypePointer Uniform 26($Global)
28: 27(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
10(psout): 9(ptr) Variable Function
......
hlsl.structin.vert
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
......@@ -69,7 +69,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
......
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