blob: ae816ddd82f182a6dadabe3460513015100a2fdd [file] [log] [blame]
hlsl.gather.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
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
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'txval20' ( temp 4-component vector of float)
0:33 textureGatherOffset ( temp 4-component vector of float)
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
0:34 textureGatherOffset ( temp 4-component vector of int)
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
0:35 textureGatherOffset ( temp 4-component vector of uint)
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:41 move second child to first child ( temp float)
0:41 Depth: direct index for structure ( temp float)
0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Branch: Return with expression
0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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
using depth_any
0:? Sequence
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
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'txval20' ( temp 4-component vector of float)
0:33 textureGatherOffset ( temp 4-component vector of float)
0:33 Construct combined texture-sampler ( temp sampler2D)
0:33 'g_tTex2df4' ( uniform texture2D)
0:33 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? Constant:
0:? 1 (const int)
0:? 0 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-component vector of int)
0:34 'txval21' ( temp 4-component vector of int)
0:34 textureGatherOffset ( temp 4-component vector of int)
0:34 Construct combined texture-sampler ( temp isampler2D)
0:34 'g_tTex2di4' ( uniform itexture2D)
0:34 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:? Constant:
0:? 1 (const int)
0:? 1 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 4-component vector of uint)
0:35 'txval22' ( temp 4-component vector of uint)
0:35 textureGatherOffset ( temp 4-component vector of uint)
0:35 Construct combined texture-sampler ( temp usampler2D)
0:35 'g_tTex2du4' ( uniform utexture2D)
0:35 'g_sSamp' (layout( binding=0) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:? Constant:
0:? 1 (const int)
0:? -1 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:41 move second child to first child ( temp float)
0:41 Depth: direct index for structure ( temp float)
0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Branch: Return with expression
0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
0:? 'g_tTex1di4' ( uniform itexture1D)
0:? 'g_tTex1du4' ( uniform utexture1D)
0:? 'g_tTex2df4' ( uniform texture2D)
0:? 'g_tTex2di4' ( uniform itexture2D)
0:? 'g_tTex2du4' ( uniform utexture2D)
0:? 'g_tTex3df4' ( uniform texture3D)
0:? 'g_tTex3di4' ( uniform itexture3D)
0:? 'g_tTex3du4' ( uniform utexture3D)
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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): 80007
// Id's are bound by 114
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 79 83
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
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 13 "txval20"
Name 16 "g_tTex2df4"
Name 20 "g_sSamp"
Name 36 "txval21"
Name 39 "g_tTex2di4"
Name 52 "txval22"
Name 55 "g_tTex2du4"
Name 67 "psout"
Name 76 "flattenTemp"
Name 79 "@entryPointOutput.Color"
Name 83 "@entryPointOutput.Depth"
Name 88 "g_tTex1df4a"
Name 89 "g_tTex1df4"
Name 92 "g_tTex1di4"
Name 95 "g_tTex1du4"
Name 98 "g_tTex3df4"
Name 101 "g_tTex3di4"
Name 104 "g_tTex3du4"
Name 107 "g_tTexcdf4"
Name 110 "g_tTexcdi4"
Name 113 "g_tTexcdu4"
Decorate 16(g_tTex2df4) DescriptorSet 0
Decorate 20(g_sSamp) DescriptorSet 0
Decorate 20(g_sSamp) Binding 0
Decorate 39(g_tTex2di4) DescriptorSet 0
Decorate 55(g_tTex2du4) DescriptorSet 0
Decorate 79(@entryPointOutput.Color) Location 0
Decorate 83(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 88(g_tTex1df4a) DescriptorSet 0
Decorate 88(g_tTex1df4a) Binding 1
Decorate 89(g_tTex1df4) DescriptorSet 0
Decorate 89(g_tTex1df4) Binding 0
Decorate 92(g_tTex1di4) DescriptorSet 0
Decorate 95(g_tTex1du4) DescriptorSet 0
Decorate 98(g_tTex3df4) DescriptorSet 0
Decorate 101(g_tTex3di4) DescriptorSet 0
Decorate 104(g_tTex3du4) DescriptorSet 0
Decorate 107(g_tTexcdf4) DescriptorSet 0
Decorate 110(g_tTexcdi4) DescriptorSet 0
Decorate 113(g_tTexcdu4) DescriptorSet 0
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: TypePointer Function 7(fvec4)
14: TypeImage 6(float) 2D sampled format:Unknown
15: TypePointer UniformConstant 14
16(g_tTex2df4): 15(ptr) Variable UniformConstant
18: TypeSampler
19: TypePointer UniformConstant 18
20(g_sSamp): 19(ptr) Variable UniformConstant
22: TypeSampledImage 14
24: TypeVector 6(float) 2
25: 6(float) Constant 1036831949
26: 6(float) Constant 1045220557
27: 24(fvec2) ConstantComposite 25 26
28: TypeInt 32 1
29: TypeVector 28(int) 2
30: 28(int) Constant 1
31: 28(int) Constant 0
32: 29(ivec2) ConstantComposite 30 31
34: TypeVector 28(int) 4
35: TypePointer Function 34(ivec4)
37: TypeImage 28(int) 2D sampled format:Unknown
38: TypePointer UniformConstant 37
39(g_tTex2di4): 38(ptr) Variable UniformConstant
42: TypeSampledImage 37
44: 6(float) Constant 1050253722
45: 6(float) Constant 1053609165
46: 24(fvec2) ConstantComposite 44 45
47: 29(ivec2) ConstantComposite 30 30
49: TypeInt 32 0
50: TypeVector 49(int) 4
51: TypePointer Function 50(ivec4)
53: TypeImage 49(int) 2D sampled format:Unknown
54: TypePointer UniformConstant 53
55(g_tTex2du4): 54(ptr) Variable UniformConstant
58: TypeSampledImage 53
60: 6(float) Constant 1056964608
61: 6(float) Constant 1058642330
62: 24(fvec2) ConstantComposite 60 61
63: 28(int) Constant 4294967295
64: 29(ivec2) ConstantComposite 30 63
66: TypePointer Function 8(PS_OUTPUT)
68: 6(float) Constant 1065353216
69: 7(fvec4) ConstantComposite 68 68 68 68
71: TypePointer Function 6(float)
78: TypePointer Output 7(fvec4)
79(@entryPointOutput.Color): 78(ptr) Variable Output
82: TypePointer Output 6(float)
83(@entryPointOutput.Depth): 82(ptr) Variable Output
86: TypeImage 6(float) 1D sampled format:Unknown
87: TypePointer UniformConstant 86
88(g_tTex1df4a): 87(ptr) Variable UniformConstant
89(g_tTex1df4): 87(ptr) Variable UniformConstant
90: TypeImage 28(int) 1D sampled format:Unknown
91: TypePointer UniformConstant 90
92(g_tTex1di4): 91(ptr) Variable UniformConstant
93: TypeImage 49(int) 1D sampled format:Unknown
94: TypePointer UniformConstant 93
95(g_tTex1du4): 94(ptr) Variable UniformConstant
96: TypeImage 6(float) 3D sampled format:Unknown
97: TypePointer UniformConstant 96
98(g_tTex3df4): 97(ptr) Variable UniformConstant
99: TypeImage 28(int) 3D sampled format:Unknown
100: TypePointer UniformConstant 99
101(g_tTex3di4): 100(ptr) Variable UniformConstant
102: TypeImage 49(int) 3D sampled format:Unknown
103: TypePointer UniformConstant 102
104(g_tTex3du4): 103(ptr) Variable UniformConstant
105: TypeImage 6(float) Cube sampled format:Unknown
106: TypePointer UniformConstant 105
107(g_tTexcdf4): 106(ptr) Variable UniformConstant
108: TypeImage 28(int) Cube sampled format:Unknown
109: TypePointer UniformConstant 108
110(g_tTexcdi4): 109(ptr) Variable UniformConstant
111: TypeImage 49(int) Cube sampled format:Unknown
112: TypePointer UniformConstant 111
113(g_tTexcdu4): 112(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
76(flattenTemp): 66(ptr) Variable Function
77:8(PS_OUTPUT) FunctionCall 10(@main()
Store 76(flattenTemp) 77
80: 12(ptr) AccessChain 76(flattenTemp) 31
81: 7(fvec4) Load 80
Store 79(@entryPointOutput.Color) 81
84: 71(ptr) AccessChain 76(flattenTemp) 30
85: 6(float) Load 84
Store 83(@entryPointOutput.Depth) 85
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
13(txval20): 12(ptr) Variable Function
36(txval21): 35(ptr) Variable Function
52(txval22): 51(ptr) Variable Function
67(psout): 66(ptr) Variable Function
17: 14 Load 16(g_tTex2df4)
21: 18 Load 20(g_sSamp)
23: 22 SampledImage 17 21
33: 7(fvec4) ImageGather 23 27 31 ConstOffset 32
Store 13(txval20) 33
40: 37 Load 39(g_tTex2di4)
41: 18 Load 20(g_sSamp)
43: 42 SampledImage 40 41
48: 34(ivec4) ImageGather 43 46 31 ConstOffset 47
Store 36(txval21) 48
56: 53 Load 55(g_tTex2du4)
57: 18 Load 20(g_sSamp)
59: 58 SampledImage 56 57
65: 50(ivec4) ImageGather 59 62 31 ConstOffset 64
Store 52(txval22) 65
70: 12(ptr) AccessChain 67(psout) 31
Store 70 69
72: 71(ptr) AccessChain 67(psout) 30
Store 72 68
73:8(PS_OUTPUT) Load 67(psout)
ReturnValue 73
FunctionEnd