Apply memory decorations from GLSL source to the top-level OpVariable. Previously, these decorations would only be applied to individual members. While this is correct behavior, it is more convenient for some front ends to see the decorations (specifically ReadOnly and WriteOnly) applied to the whole variable rather than individual members.
57 lines
2.7 KiB
Text
57 lines
2.7 KiB
Text
spv.8bitstorage-ubo.vert
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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 29
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Capability Shader
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Capability UniformAndStorageBuffer8BitAccess
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Extension "SPV_KHR_8bit_storage"
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 9 20
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Source GLSL 450
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SourceExtension "GL_EXT_shader_8bit_storage"
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Name 4 "main"
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Name 9 "color"
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Name 14 "Vertices"
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MemberName 14(Vertices) 0 "vertices"
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Name 16 ""
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Name 20 "gl_VertexIndex"
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Decorate 9(color) Location 0
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Decorate 13 ArrayStride 16
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Decorate 14(Vertices) Block
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MemberDecorate 14(Vertices) 0 Offset 0
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Decorate 16 NonWritable
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Decorate 16 Binding 0
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Decorate 16 DescriptorSet 0
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Decorate 20(gl_VertexIndex) BuiltIn VertexIndex
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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: TypePointer Output 7(fvec4)
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9(color): 8(ptr) Variable Output
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10: TypeInt 8 0
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11: TypeInt 32 0
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12: 11(int) Constant 512
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13: TypeArray 10(int8_t) 12
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14(Vertices): TypeStruct 13
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15: TypePointer Uniform 14(Vertices)
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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: TypePointer Input 17(int)
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20(gl_VertexIndex): 19(ptr) Variable Input
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22: TypePointer Uniform 10(int8_t)
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4(main): 2 Function None 3
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5: Label
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21: 17(int) Load 20(gl_VertexIndex)
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23: 22(ptr) AccessChain 16 18 21
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24: 10(int8_t) Load 23
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25: 11(int) UConvert 24
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26: 17(int) Bitcast 25
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27: 6(float) ConvertSToF 26
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28: 7(fvec4) CompositeConstruct 27 27 27 27
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Store 9(color) 28
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Return
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FunctionEnd
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