blob: 7f6bef06092daacbaeebe775bf1ed80007b94bde [file] [log] [blame]
hlsl.pp.line.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
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
0:124 move second child to first child ( temp int)
0:124 'thisLineIs' ( temp int)
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child ( temp 4-component vector of float)
0:126 Color: direct index for structure ( temp 4-component vector of float)
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 1.000000
0:127 move second child to first child ( temp float)
0:127 Depth: direct index for structure ( temp float)
0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Branch: Return with expression
0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4 Color: direct index for structure ( temp 4-component vector of float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 0 (const int)
0:4 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:4 Depth: direct index for structure ( temp float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
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
0:124 move second child to first child ( temp int)
0:124 'thisLineIs' ( temp int)
0:124 Constant:
0:124 124 (const int)
0:126 move second child to first child ( temp 4-component vector of float)
0:126 Color: direct index for structure ( temp 4-component vector of float)
0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:126 Constant:
0:126 0 (const int)
0:? Construct vec4 ( temp 4-component vector of float)
0:126 Convert int to float ( temp float)
0:126 'thisLineIs' ( temp int)
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 1.000000
0:127 move second child to first child ( temp float)
0:127 Depth: direct index for structure ( temp float)
0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:127 Constant:
0:127 1 (const int)
0:127 Constant:
0:127 1.000000
0:129 Branch: Return with expression
0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( ( temp void)
0:4 Function Parameters:
0:? Sequence
0:4 Sequence
0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4 Color: direct index for structure ( temp 4-component vector of float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 0 (const int)
0:4 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:4 Depth: direct index for structure ( temp float)
0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Constant:
0:4 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80005
// Id's are bound by 42
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 35 39
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 14 "thisLineIs"
Name 17 "psout"
Name 32 "flattenTemp"
Name 35 "@entryPointOutput.Color"
Name 39 "@entryPointOutput.Depth"
Decorate 35(@entryPointOutput.Color) Location 0
Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypeInt 32 1
13: TypePointer Function 12(int)
15: 12(int) Constant 124
16: TypePointer Function 8(PS_OUTPUT)
18: 12(int) Constant 0
21: 6(float) Constant 0
22: 6(float) Constant 1065353216
24: TypePointer Function 7(fvec4)
26: 12(int) Constant 1
27: TypePointer Function 6(float)
34: TypePointer Output 7(fvec4)
35(@entryPointOutput.Color): 34(ptr) Variable Output
38: TypePointer Output 6(float)
39(@entryPointOutput.Depth): 38(ptr) Variable Output
4(main): 2 Function None 3
5: Label
32(flattenTemp): 16(ptr) Variable Function
33:8(PS_OUTPUT) FunctionCall 10(@main()
Store 32(flattenTemp) 33
36: 24(ptr) AccessChain 32(flattenTemp) 18
37: 7(fvec4) Load 36
Store 35(@entryPointOutput.Color) 37
40: 27(ptr) AccessChain 32(flattenTemp) 26
41: 6(float) Load 40
Store 39(@entryPointOutput.Depth) 41
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
14(thisLineIs): 13(ptr) Variable Function
17(psout): 16(ptr) Variable Function
Store 14(thisLineIs) 15
19: 12(int) Load 14(thisLineIs)
20: 6(float) ConvertSToF 19
23: 7(fvec4) CompositeConstruct 20 21 21 22
25: 24(ptr) AccessChain 17(psout) 18
Store 25 23
28: 27(ptr) AccessChain 17(psout) 26
Store 28 22
29:8(PS_OUTPUT) Load 17(psout)
ReturnValue 29
FunctionEnd