mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-08 11:30:06 +00:00
33c7e30860
It is invalid if the same decoration is applied to the same id multiple times. This adds a check before adding a decoration that the decoration is not already in the list. If it is, then the duplicate is not added. Fixes #3627
189 lines
15 KiB
Plaintext
189 lines
15 KiB
Plaintext
hlsl.matpack-1.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:23 Function Definition: @main( ( temp 4-component vector of float)
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0:23 Function Parameters:
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0:? Sequence
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0:25 Branch: Return with expression
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0:24 add ( temp 4-component vector of float)
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0:24 vector-times-matrix ( temp 4-component vector of float)
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0:24 vec1: direct index for structure ( temp 4-component vector of float)
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0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
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0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:24 Constant:
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0:24 0 (const uint)
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0:24 Constant:
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0:24 2 (const int)
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0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
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0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:24 Constant:
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0:24 0 (const uint)
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0:24 Constant:
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0:24 0 (const int)
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0:25 vector-times-matrix ( temp 4-component vector of float)
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0:25 vec1: direct index for structure ( temp 4-component vector of float)
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0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:25 Constant:
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0:25 1 (const uint)
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0:25 Constant:
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0:25 1 (const int)
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0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:25 Constant:
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0:25 1 (const uint)
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0:25 Constant:
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0:25 0 (const int)
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0:23 Function Definition: main( ( temp void)
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0:23 Function Parameters:
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0:? Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:23 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:23 Function Definition: @main( ( temp 4-component vector of float)
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0:23 Function Parameters:
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0:? Sequence
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0:25 Branch: Return with expression
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0:24 add ( temp 4-component vector of float)
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0:24 vector-times-matrix ( temp 4-component vector of float)
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0:24 vec1: direct index for structure ( temp 4-component vector of float)
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0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
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0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:24 Constant:
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0:24 0 (const uint)
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0:24 Constant:
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0:24 2 (const int)
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0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
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0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo})
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0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:24 Constant:
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0:24 0 (const uint)
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0:24 Constant:
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0:24 0 (const int)
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0:25 vector-times-matrix ( temp 4-component vector of float)
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0:25 vec1: direct index for structure ( temp 4-component vector of float)
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0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:25 Constant:
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0:25 1 (const uint)
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0:25 Constant:
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0:25 1 (const int)
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0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
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0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1})
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0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:25 Constant:
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0:25 1 (const uint)
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0:25 Constant:
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0:25 0 (const int)
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0:23 Function Definition: main( ( temp void)
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0:23 Function Parameters:
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0:? Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:23 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 39
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 37
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 9 "@main("
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Name 12 "MyBuffer1"
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MemberName 12(MyBuffer1) 0 "mat1"
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MemberName 12(MyBuffer1) 1 "mat2"
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MemberName 12(MyBuffer1) 2 "vec1"
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MemberName 12(MyBuffer1) 3 "foo"
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Name 13 "MyBuffer2"
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MemberName 13(MyBuffer2) 0 "mat1"
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MemberName 13(MyBuffer2) 1 "vec1"
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Name 14 "Example"
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MemberName 14(Example) 0 "g_MyBuffer1"
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MemberName 14(Example) 1 "g_MyBuffer2"
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MemberName 14(Example) 2 "mat1a"
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Name 16 ""
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Name 37 "@entryPointOutput"
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MemberDecorate 12(MyBuffer1) 0 RowMajor
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MemberDecorate 12(MyBuffer1) 0 MatrixStride 16
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MemberDecorate 12(MyBuffer1) 0 Offset 0
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MemberDecorate 12(MyBuffer1) 1 ColMajor
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MemberDecorate 12(MyBuffer1) 1 MatrixStride 16
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MemberDecorate 12(MyBuffer1) 1 Offset 64
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MemberDecorate 12(MyBuffer1) 2 Offset 128
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MemberDecorate 12(MyBuffer1) 3 Offset 144
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MemberDecorate 13(MyBuffer2) 0 ColMajor
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MemberDecorate 13(MyBuffer2) 0 MatrixStride 16
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MemberDecorate 13(MyBuffer2) 0 Offset 0
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MemberDecorate 13(MyBuffer2) 1 Offset 64
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Decorate 14(Example) Block
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MemberDecorate 14(Example) 0 Offset 0
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MemberDecorate 14(Example) 1 Offset 160
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MemberDecorate 14(Example) 2 RowMajor
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MemberDecorate 14(Example) 2 MatrixStride 16
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MemberDecorate 14(Example) 2 Offset 240
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Decorate 16 Binding 0
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Decorate 16 DescriptorSet 0
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Decorate 37(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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11: TypeMatrix 7(fvec4) 4
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12(MyBuffer1): TypeStruct 11 11 7(fvec4) 6(float)
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13(MyBuffer2): TypeStruct 11 7(fvec4)
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14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11
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15: TypePointer Uniform 14(Example)
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16: 15(ptr) Variable Uniform
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17: TypeInt 32 1
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18: 17(int) Constant 0
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19: 17(int) Constant 2
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20: TypePointer Uniform 7(fvec4)
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23: TypePointer Uniform 11
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27: 17(int) Constant 1
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36: TypePointer Output 7(fvec4)
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37(@entryPointOutput): 36(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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38: 7(fvec4) FunctionCall 9(@main()
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Store 37(@entryPointOutput) 38
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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21: 20(ptr) AccessChain 16 18 19
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22: 7(fvec4) Load 21
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24: 23(ptr) AccessChain 16 18 18
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25: 11 Load 24
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26: 7(fvec4) VectorTimesMatrix 22 25
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28: 20(ptr) AccessChain 16 27 27
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29: 7(fvec4) Load 28
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30: 23(ptr) AccessChain 16 27 18
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31: 11 Load 30
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32: 7(fvec4) VectorTimesMatrix 29 31
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33: 7(fvec4) FAdd 26 32
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ReturnValue 33
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FunctionEnd
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