blob: 00b1ce95d018e6166cb4e1721b1578cd3aa6ccf9 [file] [log] [blame]
hlsl.float4.frag
WARNING: 0:5: 'register' : ignoring shader_profile
WARNING: 0:6: 'register' : ignoring shader_profile
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
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: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool 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)
0:9 Function Definition: ShaderFunction( ( temp void)
0:9 Function Parameters:
0:? Sequence
0:9 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)
0:9 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool 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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
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: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool 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)
0:9 Function Definition: ShaderFunction( ( temp void)
0:9 Function Parameters:
0:? Sequence
0:9 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)
0:9 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool 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:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 35
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "ShaderFunction" 28 31
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "ShaderFunction"
Name 11 "@ShaderFunction(vf4;"
Name 10 "input"
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 ""
Name 26 "input"
Name 28 "input"
Name 31 "@entryPointOutput"
Name 32 "param"
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 16
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
Decorate 17 Binding 0
Decorate 28(input) Location 0
Decorate 31(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
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)
27: TypePointer Input 7(fvec4)
28(input): 27(ptr) Variable Input
30: TypePointer Output 7(fvec4)
31(@entryPointOutput): 30(ptr) Variable Output
4(ShaderFunction): 2 Function None 3
5: Label
26(input): 8(ptr) Variable Function
32(param): 8(ptr) Variable Function
29: 7(fvec4) Load 28(input)
Store 26(input) 29
33: 7(fvec4) Load 26(input)
Store 32(param) 33
34: 7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 32(param)
Store 31(@entryPointOutput) 34
Return
FunctionEnd
11(@ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
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