diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out | 541 |
1 files changed, 403 insertions, 138 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out index 3c94ffaed18..c01e8fa7e03 100644 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.struct.frag.out @@ -6,35 +6,119 @@ WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) -0:34 Function Parameters: -0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) +0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:40 Function Parameters: +0:40 'input' ( in 4-component vector of float) +0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Sequence -0:39 Compare Equal (temp bool) -0:39 's3' (temp structure{temp 3-component vector of bool b3}) -0:39 's3' (temp structure{temp 3-component vector of bool b3}) -0:40 move second child to first child (temp 4-component vector of float) -0:40 i: direct index for structure (temp 4-component vector of float) -0:40 's2' (global structure{temp 4-component vector of float i}) -0:40 Constant: -0:40 0 (const int) -0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) -0:40 Constant: -0:40 6 (const int) -0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:42 'input' (layout(location=0 ) in 4-component vector of float) -0:42 Branch: Return +0:45 Compare Equal ( temp bool) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 i: direct index for structure ( temp 4-component vector of float) +0:46 's2' ( global structure{ temp 4-component vector of float i}) +0:46 Constant: +0:46 0 (const int) +0:46 ff4: direct index for structure ( temp 4-component vector of float) +0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:46 Constant: +0:46 7 (const int) +0:50 move second child to first child ( temp structure{}) +0:50 'e' ( temp structure{}) +0:50 e: direct index for structure ( temp structure{}) +0:50 'ce' ( temp structure{ temp structure{} e}) +0:50 Constant: +0:50 0 (const int) +0:52 Branch: Return with expression +0:52 'input' ( in 4-component vector of float) +0:40 Function Definition: PixelShaderFunction( ( temp void) +0:40 Function Parameters: +0:? Sequence +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:40 Sequence +0:40 move second child to first child ( temp 4-component vector of float) +0:40 a: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 0 (const int) +0:40 a: direct index for structure ( smooth temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 0 (const int) +0:40 move second child to first child ( temp bool) +0:40 b: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 1 (const int) +0:40 b: direct index for structure ( flat temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 1 (const int) +0:40 move second child to first child ( temp 1-component vector of float) +0:40 c: direct index for structure ( temp 1-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 2 (const int) +0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 2 (const int) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 d: direct index for structure ( temp 2-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 3 (const int) +0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 3 (const int) +0:40 move second child to first child ( temp bool) +0:40 ff1: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 4 (const int) +0:? 's_ff1' ( in bool Face) +0:40 move second child to first child ( temp bool) +0:40 ff2: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 5 (const int) +0:40 ff2: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 4 (const int) +0:40 move second child to first child ( temp bool) +0:40 ff3: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 6 (const int) +0:40 ff3: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 5 (const int) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 7 (const int) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 6 (const int) +0:40 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) -0:? 's_ff1' (in bool Face) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) +0:? 's2' ( global structure{ temp 4-component vector of float i}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:? 's_ff1' ( in bool Face) Linked fragment stage: @@ -43,131 +127,312 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence -0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) -0:34 Function Parameters: -0:34 'input' (layout(location=0 ) in 4-component vector of float) -0:34 's' (in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) +0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:40 Function Parameters: +0:40 'input' ( in 4-component vector of float) +0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:? Sequence +0:45 Compare Equal ( temp bool) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) +0:46 move second child to first child ( temp 4-component vector of float) +0:46 i: direct index for structure ( temp 4-component vector of float) +0:46 's2' ( global structure{ temp 4-component vector of float i}) +0:46 Constant: +0:46 0 (const int) +0:46 ff4: direct index for structure ( temp 4-component vector of float) +0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:46 Constant: +0:46 7 (const int) +0:50 move second child to first child ( temp structure{}) +0:50 'e' ( temp structure{}) +0:50 e: direct index for structure ( temp structure{}) +0:50 'ce' ( temp structure{ temp structure{} e}) +0:50 Constant: +0:50 0 (const int) +0:52 Branch: Return with expression +0:52 'input' ( in 4-component vector of float) +0:40 Function Definition: PixelShaderFunction( ( temp void) +0:40 Function Parameters: 0:? Sequence -0:39 Compare Equal (temp bool) -0:39 's3' (temp structure{temp 3-component vector of bool b3}) -0:39 's3' (temp structure{temp 3-component vector of bool b3}) -0:40 move second child to first child (temp 4-component vector of float) -0:40 i: direct index for structure (temp 4-component vector of float) -0:40 's2' (global structure{temp 4-component vector of float i}) -0:40 Constant: -0:40 0 (const int) -0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float) -0:40 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) -0:40 Constant: -0:40 6 (const int) -0:42 Sequence -0:42 move second child to first child (temp 4-component vector of float) -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:42 'input' (layout(location=0 ) in 4-component vector of float) -0:42 Branch: Return +0:40 move second child to first child ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:40 Sequence +0:40 move second child to first child ( temp 4-component vector of float) +0:40 a: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 0 (const int) +0:40 a: direct index for structure ( smooth temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 0 (const int) +0:40 move second child to first child ( temp bool) +0:40 b: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 1 (const int) +0:40 b: direct index for structure ( flat temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 1 (const int) +0:40 move second child to first child ( temp 1-component vector of float) +0:40 c: direct index for structure ( temp 1-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 2 (const int) +0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 2 (const int) +0:40 move second child to first child ( temp 2-component vector of float) +0:40 d: direct index for structure ( temp 2-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 3 (const int) +0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 3 (const int) +0:40 move second child to first child ( temp bool) +0:40 ff1: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 4 (const int) +0:? 's_ff1' ( in bool Face) +0:40 move second child to first child ( temp bool) +0:40 ff2: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 5 (const int) +0:40 ff2: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 4 (const int) +0:40 move second child to first child ( temp bool) +0:40 ff3: direct index for structure ( temp bool) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 6 (const int) +0:40 ff3: direct index for structure ( temp bool) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 5 (const int) +0:40 move second child to first child ( temp 4-component vector of float) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 7 (const int) +0:40 ff4: direct index for structure ( temp 4-component vector of float) +0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:40 Constant: +0:40 6 (const int) +0:40 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) +0:? 'input' ( temp 4-component vector of float) +0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects -0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) -0:? 'input' (layout(location=0 ) in 4-component vector of float) -0:? 's' (layout(location=1 ) in structure{smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4}) -0:? 's2' (global structure{temp 4-component vector of float i}) -0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) -0:? 's_ff1' (in bool Face) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) +0:? 's2' ( global structure{ temp 4-component vector of float i}) +0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) +0:? 'input' (layout( location=0) in 4-component vector of float) +0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) +0:? 's_ff1' ( in bool Face) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 46 +// Id's are bound by 105 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "PixelShaderFunction" 27 35 36 45 + EntryPoint Fragment 4 "PixelShaderFunction" 51 56 79 94 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" - Name 8 "FS" - MemberName 8(FS) 0 "b3" - Name 10 "s3" - Name 19 "" - MemberName 19 0 "i" - Name 21 "s2" - Name 25 "IN_S" - MemberName 25(IN_S) 0 "a" - MemberName 25(IN_S) 1 "b" - MemberName 25(IN_S) 2 "c" - MemberName 25(IN_S) 3 "d" - MemberName 25(IN_S) 4 "ff2" - MemberName 25(IN_S) 5 "ff3" - MemberName 25(IN_S) 6 "ff4" - Name 27 "s" - Name 35 "@entryPointOutput" - Name 36 "input" - Name 40 "myS" - MemberName 40(myS) 0 "b" - MemberName 40(myS) 1 "c" - MemberName 40(myS) 2 "a" - MemberName 40(myS) 3 "d" - Name 41 "$Global" - MemberName 41($Global) 0 "s1" - MemberName 41($Global) 1 "ff5" - MemberName 41($Global) 2 "ff6" - Name 43 "" - Name 45 "s_ff1" - Decorate 27(s) Location 1 - Decorate 35(@entryPointOutput) Location 0 - Decorate 36(input) Location 0 - MemberDecorate 40(myS) 0 Offset 0 - MemberDecorate 40(myS) 1 Offset 4 - MemberDecorate 40(myS) 2 Offset 16 - MemberDecorate 40(myS) 3 Offset 32 - MemberDecorate 41($Global) 0 Offset 0 - MemberDecorate 41($Global) 1 Offset 1620 - MemberDecorate 41($Global) 2 Offset 1636 - Decorate 41($Global) Block - Decorate 43 DescriptorSet 0 - Decorate 45(s_ff1) BuiltIn FrontFacing + Name 11 "IN_S" + MemberName 11(IN_S) 0 "a" + MemberName 11(IN_S) 1 "b" + MemberName 11(IN_S) 2 "c" + MemberName 11(IN_S) 3 "d" + MemberName 11(IN_S) 4 "ff1" + MemberName 11(IN_S) 5 "ff2" + MemberName 11(IN_S) 6 "ff3" + MemberName 11(IN_S) 7 "ff4" + Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;" + Name 14 "input" + Name 15 "s" + Name 19 "FS" + MemberName 19(FS) 0 "b3" + Name 21 "s3" + Name 28 "" + MemberName 28 0 "i" + Name 30 "s2" + Name 38 "empty" + Name 40 "e" + Name 41 "containEmpty" + MemberName 41(containEmpty) 0 "e" + Name 43 "ce" + Name 49 "input" + Name 51 "input" + Name 53 "s" + Name 54 "IN_S" + MemberName 54(IN_S) 0 "a" + MemberName 54(IN_S) 1 "b" + MemberName 54(IN_S) 2 "c" + MemberName 54(IN_S) 3 "d" + MemberName 54(IN_S) 4 "ff2" + MemberName 54(IN_S) 5 "ff3" + MemberName 54(IN_S) 6 "ff4" + Name 56 "s" + Name 79 "s_ff1" + Name 94 "@entryPointOutput" + Name 95 "param" + Name 97 "param" + Name 101 "myS" + MemberName 101(myS) 0 "b" + MemberName 101(myS) 1 "c" + MemberName 101(myS) 2 "a" + MemberName 101(myS) 3 "d" + Name 102 "$Global" + MemberName 102($Global) 0 "s1" + MemberName 102($Global) 1 "ff5" + MemberName 102($Global) 2 "ff6" + Name 104 "" + Decorate 51(input) Location 0 + MemberDecorate 54(IN_S) 1 Flat + MemberDecorate 54(IN_S) 2 NoPerspective + MemberDecorate 54(IN_S) 2 Centroid + MemberDecorate 54(IN_S) 3 Centroid + Decorate 56(s) Location 1 + Decorate 79(s_ff1) BuiltIn FrontFacing + Decorate 94(@entryPointOutput) Location 0 + MemberDecorate 101(myS) 0 Offset 0 + MemberDecorate 101(myS) 1 Offset 4 + MemberDecorate 101(myS) 2 Offset 16 + MemberDecorate 101(myS) 3 Offset 32 + MemberDecorate 102($Global) 0 Offset 0 + MemberDecorate 102($Global) 1 Offset 1620 + MemberDecorate 102($Global) 2 Offset 1636 + Decorate 102($Global) Block + Decorate 104 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 - 6: TypeBool - 7: TypeVector 6(bool) 3 - 8(FS): TypeStruct 7(bvec3) - 9: TypePointer Function 8(FS) - 17: TypeFloat 32 - 18: TypeVector 17(float) 4 - 19: TypeStruct 18(fvec4) - 20: TypePointer Private 19(struct) - 21(s2): 20(ptr) Variable Private - 22: TypeInt 32 1 - 23: 22(int) Constant 0 - 24: TypeVector 17(float) 2 - 25(IN_S): TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 18(fvec4) - 26: TypePointer Input 25(IN_S) - 27(s): 26(ptr) Variable Input - 28: 22(int) Constant 6 - 29: TypePointer Input 18(fvec4) - 32: TypePointer Private 18(fvec4) - 34: TypePointer Output 18(fvec4) -35(@entryPointOutput): 34(ptr) Variable Output - 36(input): 29(ptr) Variable Input - 39: TypeInt 32 0 - 40(myS): TypeStruct 39(int) 39(int) 18(fvec4) 18(fvec4) - 41($Global): TypeStruct 40(myS) 17(float) 17(float) - 42: TypePointer Uniform 41($Global) - 43: 42(ptr) Variable Uniform - 44: TypePointer Input 6(bool) - 45(s_ff1): 44(ptr) Variable Input + 6: TypeFloat 32 + 7: TypeVector 6(float) 4 + 8: TypePointer Function 7(fvec4) + 9: TypeBool + 10: TypeVector 6(float) 2 + 11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4) + 12: TypePointer Function 11(IN_S) + 13: TypeFunction 7(fvec4) 8(ptr) 12(ptr) + 18: TypeVector 9(bool) 3 + 19(FS): TypeStruct 18(bvec3) + 20: TypePointer Function 19(FS) + 28: TypeStruct 7(fvec4) + 29: TypePointer Private 28(struct) + 30(s2): 29(ptr) Variable Private + 31: TypeInt 32 1 + 32: 31(int) Constant 0 + 33: 31(int) Constant 7 + 36: TypePointer Private 7(fvec4) + 38(empty): TypeStruct + 39: TypePointer Function 38(empty) +41(containEmpty): TypeStruct 38(empty) + 42: TypePointer Function 41(containEmpty) + 50: TypePointer Input 7(fvec4) + 51(input): 50(ptr) Variable Input + 54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4) + 55: TypePointer Input 54(IN_S) + 56(s): 55(ptr) Variable Input + 60: 31(int) Constant 1 + 61: TypePointer Input 9(bool) + 64: TypePointer Function 9(bool) + 66: 31(int) Constant 2 + 67: TypePointer Input 6(float) + 70: TypePointer Function 6(float) + 72: 31(int) Constant 3 + 73: TypePointer Input 10(fvec2) + 76: TypePointer Function 10(fvec2) + 78: 31(int) Constant 4 + 79(s_ff1): 61(ptr) Variable Input + 82: 31(int) Constant 5 + 86: 31(int) Constant 6 + 93: TypePointer Output 7(fvec4) +94(@entryPointOutput): 93(ptr) Variable Output + 100: TypeInt 32 0 + 101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4) + 102($Global): TypeStruct 101(myS) 6(float) 6(float) + 103: TypePointer Uniform 102($Global) + 104: 103(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label - 10(s3): 9(ptr) Variable Function - 11: 8(FS) Load 10(s3) - 12: 8(FS) Load 10(s3) - 13: 7(bvec3) CompositeExtract 11 0 - 14: 7(bvec3) CompositeExtract 12 0 - 15: 7(bvec3) LogicalEqual 13 14 - 16: 6(bool) All 15 - 30: 29(ptr) AccessChain 27(s) 28 - 31: 18(fvec4) Load 30 - 33: 32(ptr) AccessChain 21(s2) 23 - Store 33 31 - 37: 18(fvec4) Load 36(input) - Store 35(@entryPointOutput) 37 + 49(input): 8(ptr) Variable Function + 53(s): 12(ptr) Variable Function + 95(param): 8(ptr) Variable Function + 97(param): 12(ptr) Variable Function + 52: 7(fvec4) Load 51(input) + Store 49(input) 52 + 57: 50(ptr) AccessChain 56(s) 32 + 58: 7(fvec4) Load 57 + 59: 8(ptr) AccessChain 53(s) 32 + Store 59 58 + 62: 61(ptr) AccessChain 56(s) 60 + 63: 9(bool) Load 62 + 65: 64(ptr) AccessChain 53(s) 60 + Store 65 63 + 68: 67(ptr) AccessChain 56(s) 66 + 69: 6(float) Load 68 + 71: 70(ptr) AccessChain 53(s) 66 + Store 71 69 + 74: 73(ptr) AccessChain 56(s) 72 + 75: 10(fvec2) Load 74 + 77: 76(ptr) AccessChain 53(s) 72 + Store 77 75 + 80: 9(bool) Load 79(s_ff1) + 81: 64(ptr) AccessChain 53(s) 78 + Store 81 80 + 83: 61(ptr) AccessChain 56(s) 78 + 84: 9(bool) Load 83 + 85: 64(ptr) AccessChain 53(s) 82 + Store 85 84 + 87: 61(ptr) AccessChain 56(s) 82 + 88: 9(bool) Load 87 + 89: 64(ptr) AccessChain 53(s) 86 + Store 89 88 + 90: 50(ptr) AccessChain 56(s) 86 + 91: 7(fvec4) Load 90 + 92: 8(ptr) AccessChain 53(s) 33 + Store 92 91 + 96: 7(fvec4) Load 49(input) + Store 95(param) 96 + 98: 11(IN_S) Load 53(s) + Store 97(param) 98 + 99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param) + Store 94(@entryPointOutput) 99 Return FunctionEnd +16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13 + 14(input): 8(ptr) FunctionParameter + 15(s): 12(ptr) FunctionParameter + 17: Label + 21(s3): 20(ptr) Variable Function + 40(e): 39(ptr) Variable Function + 43(ce): 42(ptr) Variable Function + 22: 19(FS) Load 21(s3) + 23: 19(FS) Load 21(s3) + 24: 18(bvec3) CompositeExtract 22 0 + 25: 18(bvec3) CompositeExtract 23 0 + 26: 18(bvec3) LogicalEqual 24 25 + 27: 9(bool) All 26 + 34: 8(ptr) AccessChain 15(s) 33 + 35: 7(fvec4) Load 34 + 37: 36(ptr) AccessChain 30(s2) 32 + Store 37 35 + 44: 39(ptr) AccessChain 43(ce) 32 + 45: 38(empty) Load 44 + Store 40(e) 45 + 46: 7(fvec4) Load 14(input) + ReturnValue 46 + FunctionEnd |