xemu/subprojects/glslang/Test/baseResults/hlsl.sample.dx9.frag.out

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hlsl.sample.dx9.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:? Scope
0:16 Sequence
0:16 Declare ( temp void)
0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float)
0:18 Constant:
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:20 Constant:
0:20 0.400000
0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float)
0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:21 Constant:
0:21 0.500000
0:22 add second child into first child ( temp 4-component vector of float)
0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:22 Constant:
0:22 0.500000
0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:23 Constant:
0:23 0.500000
0:23 0.600000
0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:24 Constant:
0:24 0.500000
0:24 0.600000
0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 direct index ( temp float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 Constant:
0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'ColorOut' ( temp 4-component vector of float)
0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 direct index ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 Constant:
0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'ColorOut' ( temp 4-component vector of float)
0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 direct index ( temp float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 Constant:
0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'ColorOut' ( temp 4-component vector of float)
0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 direct index ( temp float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 Constant:
0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'ColorOut' ( temp 4-component vector of float)
0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 direct index ( temp float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 Constant:
0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 divide ( temp 4-component vector of float)
0:32 'ColorOut' ( temp 4-component vector of float)
0:32 Constant:
0:32 10.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:? Scope
0:16 Sequence
0:16 Declare ( temp void)
0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float)
0:18 Constant:
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:20 Constant:
0:20 0.400000
0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float)
0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:21 Constant:
0:21 0.500000
0:22 add second child into first child ( temp 4-component vector of float)
0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:22 Constant:
0:22 0.500000
0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:23 Constant:
0:23 0.500000
0:23 0.600000
0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:24 Constant:
0:24 0.500000
0:24 0.600000
0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 direct index ( temp float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 Constant:
0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'ColorOut' ( temp 4-component vector of float)
0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 direct index ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 Constant:
0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'ColorOut' ( temp 4-component vector of float)
0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 direct index ( temp float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 Constant:
0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'ColorOut' ( temp 4-component vector of float)
0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 direct index ( temp float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 Constant:
0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'ColorOut' ( temp 4-component vector of float)
0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 direct index ( temp float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 Constant:
0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 divide ( temp 4-component vector of float)
0:32 'ColorOut' ( temp 4-component vector of float)
0:32 Constant:
0:32 10.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
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): 8000b
// Id's are bound by 135
Capability Shader
Capability Sampled1D
2: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 5 "main" 128 132
ExecutionMode 5 OriginUpperLeft
ExecutionMode 5 DepthReplacing
1: String ""
Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
// OpModuleProcessed auto-map-bindings
// OpModuleProcessed entry-point main
// OpModuleProcessed client vulkan100
// OpModuleProcessed target-env vulkan1.0
// OpModuleProcessed keep-uncalled
// OpModuleProcessed hlsl-offsets
#line 1
"
Name 5 "main"
Name 9 "PS_OUTPUT"
MemberName 9(PS_OUTPUT) 0 "Color"
MemberName 9(PS_OUTPUT) 1 "Depth"
Name 11 "@main("
Name 14 "psout"
Name 16 "ColorOut"
Name 22 "g_sam"
Name 34 "g_sam1D"
Name 40 "g_sam2D"
Name 50 "g_sam3D"
Name 60 "g_samCube"
Name 125 "flattenTemp"
Name 128 "@entryPointOutput.Color"
Name 132 "@entryPointOutput.Depth"
Decorate 22(g_sam) Binding 0
Decorate 22(g_sam) DescriptorSet 0
Decorate 34(g_sam1D) Binding 1
Decorate 34(g_sam1D) DescriptorSet 0
Decorate 40(g_sam2D) Binding 2
Decorate 40(g_sam2D) DescriptorSet 0
Decorate 50(g_sam3D) Binding 3
Decorate 50(g_sam3D) DescriptorSet 0
Decorate 60(g_samCube) Binding 4
Decorate 60(g_samCube) DescriptorSet 0
Decorate 128(@entryPointOutput.Color) Location 0
Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
3: TypeVoid
4: TypeFunction 3
7: TypeFloat 32
8: TypeVector 7(float) 4
9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float)
10: TypeFunction 9(PS_OUTPUT)
13: TypePointer Function 9(PS_OUTPUT)
15: TypePointer Function 8(fvec4)
17: 7(float) Constant 0
18: 8(fvec4) ConstantComposite 17 17 17 17
19: TypeImage 7(float) 2D sampled format:Unknown
20: TypeSampledImage 19
21: TypePointer UniformConstant 20
22(g_sam): 21(ptr) Variable UniformConstant
24: TypeVector 7(float) 2
25: 7(float) Constant 1053609165
26: 7(float) Constant 1050253722
27: 24(fvec2) ConstantComposite 25 26
31: TypeImage 7(float) 1D sampled format:Unknown
32: TypeSampledImage 31
33: TypePointer UniformConstant 32
34(g_sam1D): 33(ptr) Variable UniformConstant
36: 7(float) Constant 1056964608
40(g_sam2D): 21(ptr) Variable UniformConstant
42: 7(float) Constant 1058642330
43: 24(fvec2) ConstantComposite 36 42
47: TypeImage 7(float) 3D sampled format:Unknown
48: TypeSampledImage 47
49: TypePointer UniformConstant 48
50(g_sam3D): 49(ptr) Variable UniformConstant
52: TypeVector 7(float) 3
53: 52(fvec3) ConstantComposite 36 42 25
57: TypeImage 7(float) Cube sampled format:Unknown
58: TypeSampledImage 57
59: TypePointer UniformConstant 58
60(g_samCube): 59(ptr) Variable UniformConstant
66: 8(fvec4) ConstantComposite 25 26 17 17
70: TypeInt 32 0
71: 70(int) Constant 3
77: 8(fvec4) ConstantComposite 36 17 17 17
84: 8(fvec4) ConstantComposite 36 42 17 17
93: 8(fvec4) ConstantComposite 36 42 25 17
111: TypeInt 32 1
112: 111(int) Constant 0
114: 7(float) Constant 1092616192
118: 111(int) Constant 1
119: 7(float) Constant 1065353216
120: TypePointer Function 7(float)
127: TypePointer Output 8(fvec4)
128(@entryPointOutput.Color): 127(ptr) Variable Output
131: TypePointer Output 7(float)
132(@entryPointOutput.Depth): 131(ptr) Variable Output
Line 1 15 1
5(main): 3 Function None 4
6: Label
125(flattenTemp): 13(ptr) Variable Function
Line 1 15 0
126:9(PS_OUTPUT) FunctionCall 11(@main()
Store 125(flattenTemp) 126
129: 15(ptr) AccessChain 125(flattenTemp) 112
130: 8(fvec4) Load 129
Store 128(@entryPointOutput.Color) 130
133: 120(ptr) AccessChain 125(flattenTemp) 118
134: 7(float) Load 133
Store 132(@entryPointOutput.Depth) 134
Return
FunctionEnd
Line 1 15 1
11(@main():9(PS_OUTPUT) Function None 10
12: Label
14(psout): 13(ptr) Variable Function
16(ColorOut): 15(ptr) Variable Function
Line 1 18 0
Store 16(ColorOut) 18
Line 1 20 0
23: 20 Load 22(g_sam)
28: 8(fvec4) ImageSampleImplicitLod 23 27
29: 8(fvec4) Load 16(ColorOut)
30: 8(fvec4) FAdd 29 28
Store 16(ColorOut) 30
Line 1 21 0
35: 32 Load 34(g_sam1D)
37: 8(fvec4) ImageSampleImplicitLod 35 36
38: 8(fvec4) Load 16(ColorOut)
39: 8(fvec4) FAdd 38 37
Store 16(ColorOut) 39
Line 1 22 0
41: 20 Load 40(g_sam2D)
44: 8(fvec4) ImageSampleImplicitLod 41 43
45: 8(fvec4) Load 16(ColorOut)
46: 8(fvec4) FAdd 45 44
Store 16(ColorOut) 46
Line 1 23 0
51: 48 Load 50(g_sam3D)
54: 8(fvec4) ImageSampleImplicitLod 51 53
55: 8(fvec4) Load 16(ColorOut)
56: 8(fvec4) FAdd 55 54
Store 16(ColorOut) 56
Line 1 24 0
61: 58 Load 60(g_samCube)
62: 8(fvec4) ImageSampleImplicitLod 61 53
63: 8(fvec4) Load 16(ColorOut)
64: 8(fvec4) FAdd 63 62
Store 16(ColorOut) 64
Line 1 26 0
65: 20 Load 22(g_sam)
67: 7(float) CompositeExtract 66 0
68: 7(float) CompositeExtract 66 1
69: 24(fvec2) CompositeConstruct 67 68
72: 7(float) CompositeExtract 66 3
73: 8(fvec4) ImageSampleExplicitLod 65 69 Lod 72
74: 8(fvec4) Load 16(ColorOut)
75: 8(fvec4) FAdd 74 73
Store 16(ColorOut) 75
Line 1 27 0
76: 32 Load 34(g_sam1D)
78: 7(float) CompositeExtract 77 0
79: 7(float) CompositeExtract 77 3
80: 8(fvec4) ImageSampleExplicitLod 76 78 Lod 79
81: 8(fvec4) Load 16(ColorOut)
82: 8(fvec4) FAdd 81 80
Store 16(ColorOut) 82
Line 1 28 0
83: 20 Load 40(g_sam2D)
85: 7(float) CompositeExtract 84 0
86: 7(float) CompositeExtract 84 1
87: 24(fvec2) CompositeConstruct 85 86
88: 7(float) CompositeExtract 84 3
89: 8(fvec4) ImageSampleExplicitLod 83 87 Lod 88
90: 8(fvec4) Load 16(ColorOut)
91: 8(fvec4) FAdd 90 89
Store 16(ColorOut) 91
Line 1 29 0
92: 48 Load 50(g_sam3D)
94: 7(float) CompositeExtract 93 0
95: 7(float) CompositeExtract 93 1
96: 7(float) CompositeExtract 93 2
97: 52(fvec3) CompositeConstruct 94 95 96
98: 7(float) CompositeExtract 93 3
99: 8(fvec4) ImageSampleExplicitLod 92 97 Lod 98
100: 8(fvec4) Load 16(ColorOut)
101: 8(fvec4) FAdd 100 99
Store 16(ColorOut) 101
Line 1 30 0
102: 58 Load 60(g_samCube)
103: 7(float) CompositeExtract 93 0
104: 7(float) CompositeExtract 93 1
105: 7(float) CompositeExtract 93 2
106: 52(fvec3) CompositeConstruct 103 104 105
107: 7(float) CompositeExtract 93 3
108: 8(fvec4) ImageSampleExplicitLod 102 106 Lod 107
109: 8(fvec4) Load 16(ColorOut)
110: 8(fvec4) FAdd 109 108
Store 16(ColorOut) 110
Line 1 32 0
113: 8(fvec4) Load 16(ColorOut)
115: 8(fvec4) CompositeConstruct 114 114 114 114
116: 8(fvec4) FDiv 113 115
117: 15(ptr) AccessChain 14(psout) 112
Store 117 116
Line 1 33 0
121: 120(ptr) AccessChain 14(psout) 118
Store 121 119
Line 1 35 0
122:9(PS_OUTPUT) Load 14(psout)
ReturnValue 122
FunctionEnd