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+iomap.crossStage.vk.2.vert
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+Shader version: 460
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+0:? Sequence
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+0:8 Function Definition: main( ( global void)
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+0:8 Function Parameters:
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+0:10 Sequence
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+0:10 move second child to first child ( temp highp 4-component vector of float)
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+0:10 val: direct index for structure ( out highp 4-component vector of float)
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+0:10 'anon@0' ( out block{ out highp 4-component vector of float val})
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+0:10 Constant:
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+0:10 0 (const uint)
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+0:10 Constant:
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+0:10 0.500000
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+0:10 0.500000
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+0:10 0.500000
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+0:10 0.500000
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+0:11 move second child to first child ( temp highp 4-component vector of float)
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+0:11 'color' ( smooth out highp 4-component vector of float)
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+0:11 Constant:
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+0:11 1.000000
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+0:11 1.000000
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+0:11 1.000000
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+0:11 1.000000
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+0:12 move second child to first child ( temp 4-component vector of float)
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+0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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+0:12 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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+0:12 Constant:
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+0:12 0 (const uint)
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+0:12 Constant:
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+0:12 1.000000
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+0:12 1.000000
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+0:12 1.000000
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+0:12 1.000000
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+0:? Linker Objects
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+0:? 'anon@0' ( out block{ out highp 4-component vector of float val})
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+0:? 'color' ( smooth out highp 4-component vector of float)
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+0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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+
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+iomap.crossStage.vk.2.geom
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+Shader version: 460
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+invocations = -1
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+max_vertices = 3
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+input primitive = points
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+output primitive = triangle_strip
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+0:? Sequence
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+0:23 Function Definition: main( ( global void)
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+0:23 Function Parameters:
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+0:25 Sequence
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+0:25 Sequence
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+0:25 Sequence
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+0:25 move second child to first child ( temp highp int)
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+0:25 'i' ( temp highp int)
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+0:25 Constant:
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+0:25 0 (const int)
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+0:25 Loop with condition tested first
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+0:25 Loop Condition
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+0:25 Compare Less Than ( temp bool)
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+0:25 'i' ( temp highp int)
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+0:25 Constant:
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+0:25 3 (const int)
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+0:25 Loop Body
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+0:26 Sequence
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+0:26 move second child to first child ( temp highp 4-component vector of float)
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+0:26 'colorOut' (layout( stream=0) out highp 4-component vector of float)
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+0:26 component-wise multiply ( temp highp 4-component vector of float)
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+0:26 indirect index ( temp highp 4-component vector of float)
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+0:26 'color' ( in 1-element array of highp 4-component vector of float)
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+0:26 'i' ( temp highp int)
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+0:26 val: direct index for structure ( in highp 4-component vector of float)
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+0:26 indirect index ( temp block{ in highp 4-component vector of float val})
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+0:26 'vv' ( in 1-element array of block{ in highp 4-component vector of float val})
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+0:26 'i' ( temp highp int)
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+0:26 Constant:
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+0:26 0 (const int)
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+0:27 move second child to first child ( temp highp 4-component vector of float)
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+0:27 vv2Val: direct index for structure (layout( stream=0) out highp 4-component vector of float)
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+0:27 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val})
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+0:27 Constant:
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+0:27 0 (const uint)
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+0:27 Constant:
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+0:27 1.000000
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+0:27 1.000000
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+0:27 1.000000
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+0:27 1.000000
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+0:28 EmitVertex ( global void)
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+0:25 Loop Terminal Expression
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+0:25 Post-Increment ( temp highp int)
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+0:25 'i' ( temp highp int)
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+0:30 EndPrimitive ( global void)
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+0:? Linker Objects
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+0:? 'vgo1' ( in 1-element array of highp 4-component vector of float)
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+0:? 'color' ( in 1-element array of highp 4-component vector of float)
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+0:? 'colorOut' (layout( stream=0) out highp 4-component vector of float)
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+0:? 'vv' ( in 1-element array of block{ in highp 4-component vector of float val})
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+0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val})
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+
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+iomap.crossStage.vk.2.frag
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+Shader version: 460
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+gl_FragCoord origin is upper left
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+0:? Sequence
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+0:19 Function Definition: main( ( global void)
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+0:19 Function Parameters:
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+0:21 Sequence
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+0:21 move second child to first child ( temp highp 4-component vector of float)
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+0:21 'fragColor' ( out highp 4-component vector of float)
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+0:21 add ( temp highp 4-component vector of float)
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+0:21 'colorOut' ( smooth in highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 'unsetColor' ( smooth in highp 4-component vector of float)
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+0:21 Construct vec4 ( temp highp 4-component vector of float)
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+0:21 vector swizzle ( temp highp 4-component vector of float)
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+0:21 val: direct index for structure ( in highp 2-component vector of float)
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+0:21 'iVert' ( in block{ in highp 2-component vector of float val})
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Sequence
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Construct vec4 ( temp highp 4-component vector of float)
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+0:21 vector swizzle ( temp highp 4-component vector of float)
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+0:21 val2: direct index for structure ( in highp 2-component vector of float)
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+0:21 'anon@0' ( in block{ in highp 2-component vector of float val2})
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+0:21 Constant:
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+0:21 0 (const uint)
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+0:21 Sequence
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:22 'vv2Val' ( smooth in highp 4-component vector of float)
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+0:? Linker Objects
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+0:? 'unsetColor' ( smooth in highp 4-component vector of float)
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+0:? 'colorOut' ( smooth in highp 4-component vector of float)
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+0:? 'fragColor' ( out highp 4-component vector of float)
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+0:? 'iVert' ( in block{ in highp 2-component vector of float val})
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+0:? 'anon@0' ( in block{ in highp 2-component vector of float val2})
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+0:? 'vv2Val' ( smooth in highp 4-component vector of float)
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+
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+
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+Linked vertex stage:
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+
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+
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+Linked geometry stage:
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+
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+
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+Linked fragment stage:
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+
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+ERROR: Linking vertex and geometry stages: Input 'vgo1' in geometry shader has no corresponding output in vertex shader.
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+ERROR: Linking geometry and fragment stages: Input 'unsetColor' in fragment shader has no corresponding output in geometry shader.
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+ERROR: Linking geometry and fragment stages: Input 'Vertex' in fragment shader has no corresponding output in geometry shader.
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+ERROR: Linking geometry and fragment stages: Input 'Vertex2' in fragment shader has no corresponding output in geometry shader.
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+ERROR: Linking geometry and fragment stages: Input 'vv2Val' in fragment shader has no corresponding output in geometry shader.
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+
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+Shader version: 460
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+0:? Sequence
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+0:8 Function Definition: main( ( global void)
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+0:8 Function Parameters:
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+0:10 Sequence
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+0:10 move second child to first child ( temp highp 4-component vector of float)
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+0:10 val: direct index for structure ( out highp 4-component vector of float)
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+0:10 'anon@0' ( out block{ out highp 4-component vector of float val})
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+0:10 Constant:
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+0:10 0 (const uint)
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+0:10 Constant:
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+0:10 0.500000
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+0:10 0.500000
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+0:10 0.500000
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+0:10 0.500000
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+0:11 move second child to first child ( temp highp 4-component vector of float)
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+0:11 'color' ( smooth out highp 4-component vector of float)
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+0:11 Constant:
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+0:11 1.000000
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+0:11 1.000000
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+0:11 1.000000
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+0:11 1.000000
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+0:12 move second child to first child ( temp 4-component vector of float)
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+0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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+0:12 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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+0:12 Constant:
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+0:12 0 (const uint)
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+0:12 Constant:
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+0:12 1.000000
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+0:12 1.000000
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+0:12 1.000000
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+0:12 1.000000
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+0:? Linker Objects
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+0:? 'anon@0' ( out block{ out highp 4-component vector of float val})
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+0:? 'color' ( smooth out highp 4-component vector of float)
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+0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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+Shader version: 460
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+invocations = 1
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+max_vertices = 3
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+input primitive = points
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+output primitive = triangle_strip
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+0:? Sequence
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+0:23 Function Definition: main( ( global void)
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+0:23 Function Parameters:
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+0:25 Sequence
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+0:25 Sequence
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+0:25 Sequence
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+0:25 move second child to first child ( temp highp int)
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+0:25 'i' ( temp highp int)
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+0:25 Constant:
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+0:25 0 (const int)
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+0:25 Loop with condition tested first
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+0:25 Loop Condition
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+0:25 Compare Less Than ( temp bool)
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+0:25 'i' ( temp highp int)
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+0:25 Constant:
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+0:25 3 (const int)
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+0:25 Loop Body
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+0:26 Sequence
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+0:26 move second child to first child ( temp highp 4-component vector of float)
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+0:26 'colorOut' (layout( stream=0) out highp 4-component vector of float)
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+0:26 component-wise multiply ( temp highp 4-component vector of float)
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+0:26 indirect index ( temp highp 4-component vector of float)
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+0:26 'color' ( in 1-element array of highp 4-component vector of float)
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+0:26 'i' ( temp highp int)
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+0:26 val: direct index for structure ( in highp 4-component vector of float)
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+0:26 indirect index ( temp block{ in highp 4-component vector of float val})
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+0:26 'vv' ( in 1-element array of block{ in highp 4-component vector of float val})
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+0:26 'i' ( temp highp int)
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+0:26 Constant:
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+0:26 0 (const int)
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+0:27 move second child to first child ( temp highp 4-component vector of float)
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+0:27 vv2Val: direct index for structure (layout( stream=0) out highp 4-component vector of float)
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+0:27 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val})
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+0:27 Constant:
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+0:27 0 (const uint)
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+0:27 Constant:
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+0:27 1.000000
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+0:27 1.000000
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+0:27 1.000000
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+0:27 1.000000
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+0:28 EmitVertex ( global void)
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+0:25 Loop Terminal Expression
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+0:25 Post-Increment ( temp highp int)
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+0:25 'i' ( temp highp int)
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+0:30 EndPrimitive ( global void)
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+0:? Linker Objects
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+0:? 'vgo1' ( in 1-element array of highp 4-component vector of float)
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+0:? 'color' ( in 1-element array of highp 4-component vector of float)
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+0:? 'colorOut' (layout( stream=0) out highp 4-component vector of float)
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+0:? 'vv' ( in 1-element array of block{ in highp 4-component vector of float val})
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+0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val})
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+Shader version: 460
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+gl_FragCoord origin is upper left
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+0:? Sequence
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+0:19 Function Definition: main( ( global void)
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+0:19 Function Parameters:
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+0:21 Sequence
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+0:21 move second child to first child ( temp highp 4-component vector of float)
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+0:21 'fragColor' ( out highp 4-component vector of float)
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+0:21 add ( temp highp 4-component vector of float)
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+0:21 'colorOut' ( smooth in highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 component-wise multiply ( temp highp 4-component vector of float)
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+0:21 'unsetColor' ( smooth in highp 4-component vector of float)
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+0:21 Construct vec4 ( temp highp 4-component vector of float)
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+0:21 vector swizzle ( temp highp 4-component vector of float)
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+0:21 val: direct index for structure ( in highp 2-component vector of float)
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+0:21 'iVert' ( in block{ in highp 2-component vector of float val})
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Sequence
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Construct vec4 ( temp highp 4-component vector of float)
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+0:21 vector swizzle ( temp highp 4-component vector of float)
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+0:21 val2: direct index for structure ( in highp 2-component vector of float)
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+0:21 'anon@0' ( in block{ in highp 2-component vector of float val2})
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+0:21 Constant:
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+0:21 0 (const uint)
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+0:21 Sequence
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 0 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:21 Constant:
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+0:21 1 (const int)
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+0:22 'vv2Val' ( smooth in highp 4-component vector of float)
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+0:? Linker Objects
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+0:? 'unsetColor' ( smooth in highp 4-component vector of float)
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+0:? 'colorOut' ( smooth in highp 4-component vector of float)
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+0:? 'fragColor' ( out highp 4-component vector of float)
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+0:? 'iVert' ( in block{ in highp 2-component vector of float val})
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+0:? 'anon@0' ( in block{ in highp 2-component vector of float val2})
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+0:? 'vv2Val' ( smooth in highp 4-component vector of float)
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+Mismatched cross-stage IO
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+
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+Validation failed
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+SPIR-V is not generated for failed compile or link
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