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- ➜ bin ./lima_compiler load_deref.frag
- (
- (declare (location=2 shader_out mediump ) vec4 gl_FragColor)
- (declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
- (declare (location=24 shader_in flat) bool gl_FrontFacing)
- (declare (location=0 shader_in mediump ) vec4 gl_FragCoord)
- (declare (shader_in lowp ) vec2 test)
- (declare (uniform lowp ) sampler2D texture)
- ( function main
- (signature void
- (parameters
- )
- (
- (assign (xyzw) (var_ref gl_FragColor) (tex vec4 (var_ref texture) (var_ref test) 0 0 1 () () ))
- ))
- )
- )
- (
- (declare (location=2 shader_out mediump ) vec4 gl_FragColor)
- (declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
- (declare (location=24 shader_in flat) bool gl_FrontFacing)
- (declare (location=0 shader_in mediump ) vec4 gl_FragCoord)
- (declare (shader_in lowp ) vec2 test)
- (declare (uniform lowp ) sampler2D texture)
- ( function main
- (signature void
- (parameters
- )
- (
- (assign (xyzw) (var_ref gl_FragColor) (tex vec4 (var_ref texture) (var_ref test) 0 0 1 () () ))
- ))
- )
- )
- shader: MESA_SHADER_FRAGMENT
- source_sha1: {0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000}
- name: GLSL0
- internal: false
- stage: 4
- next_stage: 0
- subgroup_size: 1
- inputs: 0
- outputs: 0
- uniforms: 0
- decl_var uniform INTERP_MODE_NONE none lowp sampler2D texture (~0, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none mediump vec2 gl_PointCoord (VARYING_SLOT_PNTC.xy, 0, 0)
- decl_var shader_in INTERP_MODE_FLAT none bool gl_FrontFacing (VARYING_SLOT_FACE.x, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none mediump vec4 gl_FragCoord (VARYING_SLOT_POS.xyzw, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none lowp vec2 test (UNKNOWN.xy, 0, 0)
- decl_var shader_out INTERP_MODE_NONE none mediump vec4 gl_FragColor (FRAG_RESULT_COLOR.xyzw, 0, 0)
- decl_function main (0 params)
- impl main {
- decl_var INTERP_MODE_NONE none mediump vec4 out@gl_FragColor-temp
- block b0: // preds:
- 32 %0 = deref_var &out@gl_FragColor-temp (function_temp vec4)
- 32 %1 = deref_var &texture (uniform sampler2D)
- 32 %2 = deref_var &test (shader_in vec2)
- 32x2 %3 = @load_deref (%2) (access=none)
- 32x4 %4 = (float32)tex %1 (texture_deref), %1 (sampler_deref), %3 (coord)
- @store_deref (%0, %4) (wrmask=xyzw, access=none)
- 32 %5 = deref_var &out@gl_FragColor-temp (function_temp vec4)
- 32 %6 = deref_var &gl_FragColor (shader_out vec4)
- 32x4 %7 = @load_deref (%5) (access=none)
- @store_deref (%6, %7) (wrmask=xyzw, access=none)
- // succs: b1
- block b1:
- }
- shader: MESA_SHADER_FRAGMENT
- source_sha1: {0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000}
- name: GLSL0
- internal: false
- stage: 4
- next_stage: 0
- subgroup_size: 1
- inputs: 0
- outputs: 0
- uniforms: 0
- decl_var uniform INTERP_MODE_NONE none lowp sampler2D texture (~0, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none mediump vec2 gl_PointCoord (VARYING_SLOT_PNTC.xy, 0, 0)
- decl_var shader_in INTERP_MODE_FLAT none bool gl_FrontFacing (VARYING_SLOT_FACE.x, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none mediump vec4 gl_FragCoord (VARYING_SLOT_POS.xyzw, 0, 0)
- decl_var shader_in INTERP_MODE_NONE none lowp vec2 test (UNKNOWN.xy, 0, 0)
- decl_var shader_out INTERP_MODE_NONE none mediump vec4 gl_FragColor (FRAG_RESULT_COLOR.xyzw, 0, 0)
- decl_function main (0 params)
- impl main {
- decl_var INTERP_MODE_NONE none mediump vec4 out@gl_FragColor-temp
- block b0: // preds:
- 32 %0 = deref_var &out@gl_FragColor-temp (function_temp vec4)
- 32 %1 = deref_var &texture (uniform sampler2D)
- 32 %2 = deref_var &test (shader_in vec2)
- 32x2 %3 = @load_deref (%2) (access=none)
- 32x4 %4 = (float32)tex %1 (texture_deref), %1 (sampler_deref), %3 (coord)
- @store_deref (%0, %4) (wrmask=xyzw, access=none)
- 32 %5 = deref_var &out@gl_FragColor-temp (function_temp vec4)
- 32 %6 = deref_var &gl_FragColor (shader_out vec4)
- 32x4 %7 = @load_deref (%5) (access=none)
- @store_deref (%6, %7) (wrmask=xyzw, access=none)
- // succs: b1
- block b1:
- }
- lima_compiler: ../src/compiler/glsl/gl_nir_lower_samplers_as_deref.c:179: lower_deref: Assertion `location < state->shader_program->data->NumUniformStorage && state->shader_program->data->UniformStorage[location].opaque[stage].active' failed.
- [1] 3816771 IOT instruction (core dumped) ./lima_compiler load_deref.frag
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