blob: 3b5432a6af024ffc9ade0e40ddb8a53384441f76 [file] [edit]
hlsl.sample.dx9.vert
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 direct index ( temp float)
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
0:17 'PosOut' ( temp 4-component vector of float)
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 direct index ( temp float)
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Pos: direct index for structure ( temp 4-component vector of float)
0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 divide ( temp 4-component vector of float)
0:19 'PosOut' ( temp 4-component vector of float)
0:19 Constant:
0:19 2.000000
0:21 Branch: Return with expression
0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:11 Pos: direct index for structure ( temp 4-component vector of float)
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
Linked vertex stage:
Shader version: 500
0:? Sequence
0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp 4-component vector of float)
0:14 'PosOut' ( temp 4-component vector of float)
0:14 Constant:
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:14 0.000000
0:16 add second child into first child ( temp 4-component vector of float)
0:16 'PosOut' ( temp 4-component vector of float)
0:16 textureLod ( temp 4-component vector of float)
0:16 'g_sam' (layout( binding=0) uniform sampler2D)
0:16 Construct vec2 ( temp 2-component vector of float)
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 direct index ( temp float)
0:16 Constant:
0:16 0.300000
0:16 0.400000
0:16 0.000000
0:16 1.000000
0:16 Constant:
0:16 3 (const int)
0:17 add second child into first child ( temp 4-component vector of float)
0:17 'PosOut' ( temp 4-component vector of float)
0:17 textureLod ( temp 4-component vector of float)
0:17 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:17 Construct vec2 ( temp 2-component vector of float)
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 direct index ( temp float)
0:17 Constant:
0:17 0.500000
0:17 0.600000
0:17 0.000000
0:17 1.000000
0:17 Constant:
0:17 3 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Pos: direct index for structure ( temp 4-component vector of float)
0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:19 Constant:
0:19 0 (const int)
0:19 divide ( temp 4-component vector of float)
0:19 'PosOut' ( temp 4-component vector of float)
0:19 Constant:
0:19 2.000000
0:21 Branch: Return with expression
0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos})
0:11 Function Definition: main( ( temp void)
0:11 Function Parameters:
0:? Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:11 Pos: direct index for structure ( temp 4-component vector of float)
0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:11 Constant:
0:11 0 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam2D' (layout( binding=1) uniform sampler2D)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 63
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 60
Source HLSL 500
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
Name 10 "@main("
Name 13 "PosOut"
Name 19 "g_sam"
Name 35 "g_sam2D"
Name 48 "vsout"
Name 60 "@entryPointOutput.Pos"
Decorate 19(g_sam) Binding 0
Decorate 19(g_sam) DescriptorSet 0
Decorate 35(g_sam2D) Binding 1
Decorate 35(g_sam2D) DescriptorSet 0
Decorate 60(@entryPointOutput.Pos) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(VS_OUTPUT): TypeStruct 7(fvec4)
9: TypeFunction 8(VS_OUTPUT)
12: TypePointer Function 7(fvec4)
14: 6(float) Constant 0
15: 7(fvec4) ConstantComposite 14 14 14 14
16: TypeImage 6(float) 2D sampled format:Unknown
17: TypeSampledImage 16
18: TypePointer UniformConstant 17
19(g_sam): 18(ptr) Variable UniformConstant
21: 6(float) Constant 1050253722
22: 6(float) Constant 1053609165
23: 6(float) Constant 1065353216
24: 7(fvec4) ConstantComposite 21 22 14 23
25: TypeVector 6(float) 2
29: TypeInt 32 0
30: 29(int) Constant 3
35(g_sam2D): 18(ptr) Variable UniformConstant
37: 6(float) Constant 1056964608
38: 6(float) Constant 1058642330
39: 7(fvec4) ConstantComposite 37 38 14 23
47: TypePointer Function 8(VS_OUTPUT)
49: TypeInt 32 1
50: 49(int) Constant 0
52: 6(float) Constant 1073741824
59: TypePointer Output 7(fvec4)
60(@entryPointOutput.Pos): 59(ptr) Variable Output
4(main): 2 Function None 3
5: Label
61:8(VS_OUTPUT) FunctionCall 10(@main()
62: 7(fvec4) CompositeExtract 61 0
Store 60(@entryPointOutput.Pos) 62
Return
FunctionEnd
10(@main():8(VS_OUTPUT) Function None 9
11: Label
13(PosOut): 12(ptr) Variable Function
48(vsout): 47(ptr) Variable Function
Store 13(PosOut) 15
20: 17 Load 19(g_sam)
26: 6(float) CompositeExtract 24 0
27: 6(float) CompositeExtract 24 1
28: 25(fvec2) CompositeConstruct 26 27
31: 6(float) CompositeExtract 24 3
32: 7(fvec4) ImageSampleExplicitLod 20 28 Lod 31
33: 7(fvec4) Load 13(PosOut)
34: 7(fvec4) FAdd 33 32
Store 13(PosOut) 34
36: 17 Load 35(g_sam2D)
40: 6(float) CompositeExtract 39 0
41: 6(float) CompositeExtract 39 1
42: 25(fvec2) CompositeConstruct 40 41
43: 6(float) CompositeExtract 39 3
44: 7(fvec4) ImageSampleExplicitLod 36 42 Lod 43
45: 7(fvec4) Load 13(PosOut)
46: 7(fvec4) FAdd 45 44
Store 13(PosOut) 46
51: 7(fvec4) Load 13(PosOut)
53: 7(fvec4) CompositeConstruct 52 52 52 52
54: 7(fvec4) FDiv 51 53
55: 12(ptr) AccessChain 48(vsout) 50
Store 55 54
56:8(VS_OUTPUT) Load 48(vsout)
ReturnValue 56
FunctionEnd