1 hlsl.sample.dx9.vert 2 Shader version: 500 3 0:? Sequence 4 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 5 0:11 Function Parameters: 6 0:? Sequence 7 0:14 Sequence 8 0:14 move second child to first child ( temp 4-component vector of float) 9 0:14 'PosOut' ( temp 4-component vector of float) 10 0:? Constant: 11 0:? 0.000000 12 0:? 0.000000 13 0:? 0.000000 14 0:? 0.000000 15 0:16 add second child into first child ( temp 4-component vector of float) 16 0:16 'PosOut' ( temp 4-component vector of float) 17 0:16 textureLod ( temp 4-component vector of float) 18 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 19 0:16 Construct vec2 ( temp 2-component vector of float) 20 0:? Constant: 21 0:? 0.300000 22 0:? 0.400000 23 0:? 0.000000 24 0:? 1.000000 25 0:16 direct index ( temp float) 26 0:? Constant: 27 0:? 0.300000 28 0:? 0.400000 29 0:? 0.000000 30 0:? 1.000000 31 0:16 Constant: 32 0:16 3 (const int) 33 0:17 add second child into first child ( temp 4-component vector of float) 34 0:17 'PosOut' ( temp 4-component vector of float) 35 0:17 textureLod ( temp 4-component vector of float) 36 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 37 0:17 Construct vec2 ( temp 2-component vector of float) 38 0:? Constant: 39 0:? 0.500000 40 0:? 0.600000 41 0:? 0.000000 42 0:? 1.000000 43 0:17 direct index ( temp float) 44 0:? Constant: 45 0:? 0.500000 46 0:? 0.600000 47 0:? 0.000000 48 0:? 1.000000 49 0:17 Constant: 50 0:17 3 (const int) 51 0:19 move second child to first child ( temp 4-component vector of float) 52 0:19 Pos: direct index for structure ( temp 4-component vector of float) 53 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 54 0:19 Constant: 55 0:19 0 (const int) 56 0:19 divide ( temp 4-component vector of float) 57 0:19 'PosOut' ( temp 4-component vector of float) 58 0:19 Constant: 59 0:19 2.000000 60 0:21 Branch: Return with expression 61 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 62 0:11 Function Definition: main( ( temp void) 63 0:11 Function Parameters: 64 0:? Sequence 65 0:11 Sequence 66 0:11 move second child to first child ( temp 4-component vector of float) 67 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 68 0:11 Pos: direct index for structure ( temp 4-component vector of float) 69 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 70 0:11 Constant: 71 0:11 0 (const int) 72 0:? Linker Objects 73 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 74 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 75 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 76 77 78 Linked vertex stage: 79 80 81 Shader version: 500 82 0:? Sequence 83 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 84 0:11 Function Parameters: 85 0:? Sequence 86 0:14 Sequence 87 0:14 move second child to first child ( temp 4-component vector of float) 88 0:14 'PosOut' ( temp 4-component vector of float) 89 0:? Constant: 90 0:? 0.000000 91 0:? 0.000000 92 0:? 0.000000 93 0:? 0.000000 94 0:16 add second child into first child ( temp 4-component vector of float) 95 0:16 'PosOut' ( temp 4-component vector of float) 96 0:16 textureLod ( temp 4-component vector of float) 97 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 98 0:16 Construct vec2 ( temp 2-component vector of float) 99 0:? Constant: 100 0:? 0.300000 101 0:? 0.400000 102 0:? 0.000000 103 0:? 1.000000 104 0:16 direct index ( temp float) 105 0:? Constant: 106 0:? 0.300000 107 0:? 0.400000 108 0:? 0.000000 109 0:? 1.000000 110 0:16 Constant: 111 0:16 3 (const int) 112 0:17 add second child into first child ( temp 4-component vector of float) 113 0:17 'PosOut' ( temp 4-component vector of float) 114 0:17 textureLod ( temp 4-component vector of float) 115 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 116 0:17 Construct vec2 ( temp 2-component vector of float) 117 0:? Constant: 118 0:? 0.500000 119 0:? 0.600000 120 0:? 0.000000 121 0:? 1.000000 122 0:17 direct index ( temp float) 123 0:? Constant: 124 0:? 0.500000 125 0:? 0.600000 126 0:? 0.000000 127 0:? 1.000000 128 0:17 Constant: 129 0:17 3 (const int) 130 0:19 move second child to first child ( temp 4-component vector of float) 131 0:19 Pos: direct index for structure ( temp 4-component vector of float) 132 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 133 0:19 Constant: 134 0:19 0 (const int) 135 0:19 divide ( temp 4-component vector of float) 136 0:19 'PosOut' ( temp 4-component vector of float) 137 0:19 Constant: 138 0:19 2.000000 139 0:21 Branch: Return with expression 140 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 141 0:11 Function Definition: main( ( temp void) 142 0:11 Function Parameters: 143 0:? Sequence 144 0:11 Sequence 145 0:11 move second child to first child ( temp 4-component vector of float) 146 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 147 0:11 Pos: direct index for structure ( temp 4-component vector of float) 148 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 149 0:11 Constant: 150 0:11 0 (const int) 151 0:? Linker Objects 152 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 153 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 154 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 155 156 // Module Version 10000 157 // Generated by (magic number): 80007 158 // Id's are bound by 64 159 160 Capability Shader 161 2: ExtInstImport "GLSL.std.450" 162 MemoryModel Logical GLSL450 163 EntryPoint Vertex 5 "main" 61 164 1: String "" 165 Source HLSL 500 1 "// OpModuleProcessed auto-map-locations 166 // OpModuleProcessed auto-map-bindings 167 // OpModuleProcessed entry-point main 168 // OpModuleProcessed client vulkan100 169 // OpModuleProcessed target-env vulkan1.0 170 // OpModuleProcessed keep-uncalled 171 // OpModuleProcessed hlsl-offsets 172 #line 1 173 " 174 Name 5 "main" 175 Name 9 "VS_OUTPUT" 176 MemberName 9(VS_OUTPUT) 0 "Pos" 177 Name 11 "@main(" 178 Name 14 "PosOut" 179 Name 20 "g_sam" 180 Name 36 "g_sam2D" 181 Name 49 "vsout" 182 Name 61 "@entryPointOutput.Pos" 183 Decorate 20(g_sam) DescriptorSet 0 184 Decorate 20(g_sam) Binding 0 185 Decorate 36(g_sam2D) DescriptorSet 0 186 Decorate 36(g_sam2D) Binding 1 187 Decorate 61(@entryPointOutput.Pos) BuiltIn Position 188 3: TypeVoid 189 4: TypeFunction 3 190 7: TypeFloat 32 191 8: TypeVector 7(float) 4 192 9(VS_OUTPUT): TypeStruct 8(fvec4) 193 10: TypeFunction 9(VS_OUTPUT) 194 13: TypePointer Function 8(fvec4) 195 15: 7(float) Constant 0 196 16: 8(fvec4) ConstantComposite 15 15 15 15 197 17: TypeImage 7(float) 2D sampled format:Unknown 198 18: TypeSampledImage 17 199 19: TypePointer UniformConstant 18 200 20(g_sam): 19(ptr) Variable UniformConstant 201 22: 7(float) Constant 1050253722 202 23: 7(float) Constant 1053609165 203 24: 7(float) Constant 1065353216 204 25: 8(fvec4) ConstantComposite 22 23 15 24 205 26: TypeVector 7(float) 2 206 30: TypeInt 32 0 207 31: 30(int) Constant 3 208 36(g_sam2D): 19(ptr) Variable UniformConstant 209 38: 7(float) Constant 1056964608 210 39: 7(float) Constant 1058642330 211 40: 8(fvec4) ConstantComposite 38 39 15 24 212 48: TypePointer Function 9(VS_OUTPUT) 213 50: TypeInt 32 1 214 51: 50(int) Constant 0 215 53: 7(float) Constant 1073741824 216 60: TypePointer Output 8(fvec4) 217 61(@entryPointOutput.Pos): 60(ptr) Variable Output 218 5(main): 3 Function None 4 219 6: Label 220 Line 1 11 0 221 62:9(VS_OUTPUT) FunctionCall 11(@main() 222 63: 8(fvec4) CompositeExtract 62 0 223 Store 61(@entryPointOutput.Pos) 63 224 Return 225 FunctionEnd 226 11(@main():9(VS_OUTPUT) Function None 10 227 12: Label 228 14(PosOut): 13(ptr) Variable Function 229 49(vsout): 48(ptr) Variable Function 230 Line 1 14 0 231 Store 14(PosOut) 16 232 Line 1 16 0 233 21: 18 Load 20(g_sam) 234 27: 7(float) CompositeExtract 25 0 235 28: 7(float) CompositeExtract 25 1 236 29: 26(fvec2) CompositeConstruct 27 28 237 32: 7(float) CompositeExtract 25 3 238 33: 8(fvec4) ImageSampleExplicitLod 21 29 Lod 32 239 34: 8(fvec4) Load 14(PosOut) 240 35: 8(fvec4) FAdd 34 33 241 Store 14(PosOut) 35 242 Line 1 17 0 243 37: 18 Load 36(g_sam2D) 244 41: 7(float) CompositeExtract 40 0 245 42: 7(float) CompositeExtract 40 1 246 43: 26(fvec2) CompositeConstruct 41 42 247 44: 7(float) CompositeExtract 40 3 248 45: 8(fvec4) ImageSampleExplicitLod 37 43 Lod 44 249 46: 8(fvec4) Load 14(PosOut) 250 47: 8(fvec4) FAdd 46 45 251 Store 14(PosOut) 47 252 Line 1 19 0 253 52: 8(fvec4) Load 14(PosOut) 254 54: 8(fvec4) CompositeConstruct 53 53 53 53 255 55: 8(fvec4) FDiv 52 54 256 56: 13(ptr) AccessChain 49(vsout) 51 257 Store 56 55 258 Line 1 21 0 259 57:9(VS_OUTPUT) Load 49(vsout) 260 ReturnValue 57 261 FunctionEnd 262