mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-13 21:50:06 +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
359 lines
18 KiB
Plaintext
359 lines
18 KiB
Plaintext
hlsl.gather.offsetarray.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'txval20' ( temp 4-component vector of float)
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0:25 textureGatherOffset ( temp 4-component vector of float)
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0:25 Construct combined texture-sampler ( temp sampler2DArray)
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0:25 'g_tTex2df4' ( uniform texture2DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.100000
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0:25 0.200000
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0:25 0.300000
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0:25 Constant:
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0:25 1 (const int)
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0:25 0 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 4-component vector of int)
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0:26 'txval21' ( temp 4-component vector of int)
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0:26 textureGatherOffset ( temp 4-component vector of int)
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0:26 Construct combined texture-sampler ( temp isampler2DArray)
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0:26 'g_tTex2di4' ( uniform itexture2DArray)
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0:26 'g_sSamp' (layout( binding=0) uniform sampler)
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0:26 Constant:
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0:26 0.300000
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0:26 0.400000
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0:26 0.400000
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0:26 Constant:
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0:26 1 (const int)
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0:26 1 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of uint)
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0:27 'txval22' ( temp 4-component vector of uint)
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0:27 textureGatherOffset ( temp 4-component vector of uint)
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0:27 Construct combined texture-sampler ( temp usampler2DArray)
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0:27 'g_tTex2du4' ( uniform utexture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.500000
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0:27 0.600000
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0:27 0.700000
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0:27 Constant:
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0:27 1 (const int)
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0:27 -1 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (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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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'txval20' ( temp 4-component vector of float)
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0:25 textureGatherOffset ( temp 4-component vector of float)
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0:25 Construct combined texture-sampler ( temp sampler2DArray)
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0:25 'g_tTex2df4' ( uniform texture2DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.100000
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0:25 0.200000
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0:25 0.300000
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0:25 Constant:
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0:25 1 (const int)
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0:25 0 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 4-component vector of int)
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0:26 'txval21' ( temp 4-component vector of int)
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0:26 textureGatherOffset ( temp 4-component vector of int)
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0:26 Construct combined texture-sampler ( temp isampler2DArray)
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0:26 'g_tTex2di4' ( uniform itexture2DArray)
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0:26 'g_sSamp' (layout( binding=0) uniform sampler)
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0:26 Constant:
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0:26 0.300000
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0:26 0.400000
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0:26 0.400000
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0:26 Constant:
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0:26 1 (const int)
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0:26 1 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of uint)
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0:27 'txval22' ( temp 4-component vector of uint)
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0:27 textureGatherOffset ( temp 4-component vector of uint)
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0:27 Construct combined texture-sampler ( temp usampler2DArray)
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0:27 'g_tTex2du4' ( uniform utexture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.500000
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0:27 0.600000
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0:27 0.700000
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0:27 Constant:
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0:27 1 (const int)
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0:27 -1 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (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 97
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 80 84
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "txval20"
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Name 16 "g_tTex2df4"
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Name 20 "g_sSamp"
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Name 37 "txval21"
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Name 40 "g_tTex2di4"
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Name 52 "txval22"
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Name 55 "g_tTex2du4"
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Name 68 "psout"
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Name 77 "flattenTemp"
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Name 80 "@entryPointOutput.Color"
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Name 84 "@entryPointOutput.Depth"
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Name 89 "g_tTex1df4a"
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Name 90 "g_tTex1df4"
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Name 93 "g_tTex1di4"
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Name 96 "g_tTex1du4"
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Decorate 16(g_tTex2df4) Binding 2
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Decorate 16(g_tTex2df4) DescriptorSet 0
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Decorate 20(g_sSamp) Binding 0
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Decorate 20(g_sSamp) DescriptorSet 0
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Decorate 40(g_tTex2di4) Binding 3
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Decorate 40(g_tTex2di4) DescriptorSet 0
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Decorate 55(g_tTex2du4) Binding 4
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Decorate 55(g_tTex2du4) DescriptorSet 0
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Decorate 80(@entryPointOutput.Color) Location 0
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Decorate 84(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 89(g_tTex1df4a) Binding 1
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Decorate 89(g_tTex1df4a) DescriptorSet 0
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Decorate 90(g_tTex1df4) Binding 0
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Decorate 90(g_tTex1df4) DescriptorSet 0
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Decorate 93(g_tTex1di4) Binding 0
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Decorate 93(g_tTex1di4) DescriptorSet 0
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Decorate 96(g_tTex1du4) Binding 0
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Decorate 96(g_tTex1du4) DescriptorSet 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(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 7(fvec4)
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14: TypeImage 6(float) 2D array sampled format:Unknown
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15: TypePointer UniformConstant 14
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16(g_tTex2df4): 15(ptr) Variable UniformConstant
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18: TypeSampler
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19: TypePointer UniformConstant 18
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20(g_sSamp): 19(ptr) Variable UniformConstant
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22: TypeSampledImage 14
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24: TypeVector 6(float) 3
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25: 6(float) Constant 1036831949
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26: 6(float) Constant 1045220557
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27: 6(float) Constant 1050253722
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28: 24(fvec3) ConstantComposite 25 26 27
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29: TypeInt 32 1
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30: TypeVector 29(int) 2
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31: 29(int) Constant 1
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32: 29(int) Constant 0
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33: 30(ivec2) ConstantComposite 31 32
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35: TypeVector 29(int) 4
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36: TypePointer Function 35(ivec4)
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38: TypeImage 29(int) 2D array sampled format:Unknown
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39: TypePointer UniformConstant 38
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40(g_tTex2di4): 39(ptr) Variable UniformConstant
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43: TypeSampledImage 38
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45: 6(float) Constant 1053609165
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46: 24(fvec3) ConstantComposite 27 45 45
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47: 30(ivec2) ConstantComposite 31 31
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49: TypeInt 32 0
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50: TypeVector 49(int) 4
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51: TypePointer Function 50(ivec4)
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53: TypeImage 49(int) 2D array sampled format:Unknown
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54: TypePointer UniformConstant 53
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55(g_tTex2du4): 54(ptr) Variable UniformConstant
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58: TypeSampledImage 53
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60: 6(float) Constant 1056964608
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61: 6(float) Constant 1058642330
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62: 6(float) Constant 1060320051
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63: 24(fvec3) ConstantComposite 60 61 62
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64: 29(int) Constant 4294967295
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65: 30(ivec2) ConstantComposite 31 64
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67: TypePointer Function 8(PS_OUTPUT)
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69: 6(float) Constant 1065353216
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70: 7(fvec4) ConstantComposite 69 69 69 69
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72: TypePointer Function 6(float)
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79: TypePointer Output 7(fvec4)
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80(@entryPointOutput.Color): 79(ptr) Variable Output
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83: TypePointer Output 6(float)
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84(@entryPointOutput.Depth): 83(ptr) Variable Output
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87: TypeImage 6(float) 1D array sampled format:Unknown
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88: TypePointer UniformConstant 87
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89(g_tTex1df4a): 88(ptr) Variable UniformConstant
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90(g_tTex1df4): 88(ptr) Variable UniformConstant
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91: TypeImage 29(int) 1D array sampled format:Unknown
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92: TypePointer UniformConstant 91
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93(g_tTex1di4): 92(ptr) Variable UniformConstant
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94: TypeImage 49(int) 1D array sampled format:Unknown
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95: TypePointer UniformConstant 94
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96(g_tTex1du4): 95(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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77(flattenTemp): 67(ptr) Variable Function
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78:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 77(flattenTemp) 78
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81: 12(ptr) AccessChain 77(flattenTemp) 32
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82: 7(fvec4) Load 81
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Store 80(@entryPointOutput.Color) 82
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85: 72(ptr) AccessChain 77(flattenTemp) 31
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86: 6(float) Load 85
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Store 84(@entryPointOutput.Depth) 86
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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13(txval20): 12(ptr) Variable Function
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37(txval21): 36(ptr) Variable Function
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52(txval22): 51(ptr) Variable Function
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68(psout): 67(ptr) Variable Function
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17: 14 Load 16(g_tTex2df4)
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21: 18 Load 20(g_sSamp)
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23: 22 SampledImage 17 21
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34: 7(fvec4) ImageGather 23 28 32 ConstOffset 33
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Store 13(txval20) 34
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41: 38 Load 40(g_tTex2di4)
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42: 18 Load 20(g_sSamp)
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44: 43 SampledImage 41 42
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48: 35(ivec4) ImageGather 44 46 32 ConstOffset 47
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Store 37(txval21) 48
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56: 53 Load 55(g_tTex2du4)
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57: 18 Load 20(g_sSamp)
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59: 58 SampledImage 56 57
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66: 50(ivec4) ImageGather 59 63 32 ConstOffset 65
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Store 52(txval22) 66
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71: 12(ptr) AccessChain 68(psout) 32
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Store 71 70
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73: 72(ptr) AccessChain 68(psout) 31
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Store 73 69
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74:8(PS_OUTPUT) Load 68(psout)
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ReturnValue 74
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FunctionEnd
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