blob: 264ffcc7ad2ec80c600232fe9a4837e5aed410c1 [file] [log] [blame]
hlsl.layout.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
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
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'layout' ( temp 4-component vector of float)
0:17 Constant:
0:17 2.000000
0:17 2.000000
0:17 2.000000
0:17 2.000000
0:18 Branch: Return with expression
0:18 add ( temp 4-component vector of float)
0:18 add ( temp 4-component vector of float)
0:18 add ( temp 4-component vector of float)
0:18 'input' ( in 4-component vector of float)
0:18 v1: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
0:18 'anon@0' (layout( set=3 binding=5 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1})
0:18 Constant:
0:18 0 (const uint)
0:18 v5: direct index for structure (layout( row_major std430 offset=0) buffer 4-component vector of float)
0:18 'anon@1' (layout( row_major std430 push_constant) readonly buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5})
0:18 Constant:
0:18 0 (const uint)
0:18 component-wise multiply ( temp 4-component vector of float)
0:18 v1PostLayout: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
0:18 'anon@2' (layout( set=4 binding=7 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout})
0:18 Constant:
0:18 0 (const uint)
0:18 'layout' ( temp 4-component vector of float)
0:16 Function Definition: PixelShaderFunction( ( temp void)
0:16 Function Parameters:
0:? Sequence
0:16 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)
0:16 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:16 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( set=3 binding=5 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1})
0:? 'anon@1' (layout( row_major std430 push_constant) readonly buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5})
0:? 'specConst' ( specialization-constant const int)
0:? 10 (const int)
0:? 'anon@2' (layout( set=4 binding=7 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout})
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
0:16 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
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'layout' ( temp 4-component vector of float)
0:17 Constant:
0:17 2.000000
0:17 2.000000
0:17 2.000000
0:17 2.000000
0:18 Branch: Return with expression
0:18 add ( temp 4-component vector of float)
0:18 add ( temp 4-component vector of float)
0:18 add ( temp 4-component vector of float)
0:18 'input' ( in 4-component vector of float)
0:18 v1: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
0:18 'anon@0' (layout( set=3 binding=5 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1})
0:18 Constant:
0:18 0 (const uint)
0:18 v5: direct index for structure (layout( row_major std430 offset=0) buffer 4-component vector of float)
0:18 'anon@1' (layout( row_major std430 push_constant) readonly buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5})
0:18 Constant:
0:18 0 (const uint)
0:18 component-wise multiply ( temp 4-component vector of float)
0:18 v1PostLayout: direct index for structure (layout( row_major std430 offset=16) buffer 4-component vector of float)
0:18 'anon@2' (layout( set=4 binding=7 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout})
0:18 Constant:
0:18 0 (const uint)
0:18 'layout' ( temp 4-component vector of float)
0:16 Function Definition: PixelShaderFunction( ( temp void)
0:16 Function Parameters:
0:? Sequence
0:16 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)
0:16 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:16 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( set=3 binding=5 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1})
0:? 'anon@1' (layout( row_major std430 push_constant) readonly buffer block{layout( row_major std430 offset=0) buffer 4-component vector of float v5})
0:? 'specConst' ( specialization-constant const int)
0:? 10 (const int)
0:? 'anon@2' (layout( set=4 binding=7 row_major std430) readonly buffer block{layout( row_major std430 offset=16) buffer 4-component vector of float v1PostLayout})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
Validation failed
// Module Version 10000
// Generated by (magic number): 80008
// Id's are bound by 53
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 45 48
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "@PixelShaderFunction(vf4;"
Name 10 "input"
Name 13 "layout"
Name 17 "tbufName"
MemberName 17(tbufName) 0 "v1"
Name 19 ""
Name 26 "tbufName2"
MemberName 26(tbufName2) 0 "v5"
Name 28 ""
Name 33 "tbufName2"
MemberName 33(tbufName2) 0 "v1PostLayout"
Name 35 ""
Name 43 "input"
Name 45 "input"
Name 48 "@entryPointOutput"
Name 49 "param"
Name 52 "specConst"
MemberDecorate 17(tbufName) 0 NonWritable
MemberDecorate 17(tbufName) 0 Offset 16
Decorate 17(tbufName) BufferBlock
Decorate 19 DescriptorSet 3
Decorate 19 Binding 5
MemberDecorate 26(tbufName2) 0 NonWritable
MemberDecorate 26(tbufName2) 0 Offset 0
Decorate 26(tbufName2) BufferBlock
MemberDecorate 33(tbufName2) 0 NonWritable
MemberDecorate 33(tbufName2) 0 Offset 16
Decorate 33(tbufName2) BufferBlock
Decorate 35 DescriptorSet 4
Decorate 35 Binding 7
Decorate 45(input) Location 0
Decorate 48(@entryPointOutput) Location 0
Decorate 52(specConst) SpecId 17
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: 6(float) Constant 1073741824
15: 7(fvec4) ConstantComposite 14 14 14 14
17(tbufName): TypeStruct 7(fvec4)
18: TypePointer Uniform 17(tbufName)
19: 18(ptr) Variable Uniform
20: TypeInt 32 1
21: 20(int) Constant 0
22: TypePointer Uniform 7(fvec4)
26(tbufName2): TypeStruct 7(fvec4)
27: TypePointer PushConstant 26(tbufName2)
28: 27(ptr) Variable PushConstant
29: TypePointer PushConstant 7(fvec4)
33(tbufName2): TypeStruct 7(fvec4)
34: TypePointer Uniform 33(tbufName2)
35: 34(ptr) Variable Uniform
44: TypePointer Input 7(fvec4)
45(input): 44(ptr) Variable Input
47: TypePointer Output 7(fvec4)
48(@entryPointOutput): 47(ptr) Variable Output
52(specConst): 20(int) SpecConstant 10
4(PixelShaderFunction): 2 Function None 3
5: Label
43(input): 8(ptr) Variable Function
49(param): 8(ptr) Variable Function
46: 7(fvec4) Load 45(input)
Store 43(input) 46
50: 7(fvec4) Load 43(input)
Store 49(param) 50
51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param)
Store 48(@entryPointOutput) 51
Return
FunctionEnd
11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
13(layout): 8(ptr) Variable Function
Store 13(layout) 15
16: 7(fvec4) Load 10(input)
23: 22(ptr) AccessChain 19 21
24: 7(fvec4) Load 23
25: 7(fvec4) FAdd 16 24
30: 29(ptr) AccessChain 28 21
31: 7(fvec4) Load 30
32: 7(fvec4) FAdd 25 31
36: 22(ptr) AccessChain 35 21
37: 7(fvec4) Load 36
38: 7(fvec4) Load 13(layout)
39: 7(fvec4) FMul 37 38
40: 7(fvec4) FAdd 32 39
ReturnValue 40
FunctionEnd