HLSL: Allow use of $Global members in between function calls.

This allows global initializers to use $Global members.
This commit is contained in:
John Kessenich
2017-03-22 23:21:34 -06:00
parent 7a41f96d10
commit 000c818efb
53 changed files with 4566 additions and 4558 deletions

View File

@@ -8,8 +8,8 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -18,8 +18,8 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
@@ -27,8 +27,8 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -37,8 +37,8 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
@@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -56,8 +56,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
@@ -65,8 +65,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -77,8 +77,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -98,8 +98,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
@@ -107,8 +107,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -119,8 +119,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -186,9 +186,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
Linked fragment stage:
@@ -203,8 +203,8 @@ gl_FragCoord origin is upper left
0:52 textureFetch ( temp 4-component vector of float)
0:52 'g_tTex1df4a' ( uniform texture1DArray)
0:52 vector swizzle ( temp 2-component vector of int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
@@ -213,8 +213,8 @@ gl_FragCoord origin is upper left
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp int)
0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:52 c3: direct index for structure ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
@@ -222,8 +222,8 @@ gl_FragCoord origin is upper left
0:53 textureFetch ( temp 4-component vector of int)
0:53 'g_tTex1di4a' ( uniform itexture1DArray)
0:53 vector swizzle ( temp 2-component vector of int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
@@ -232,8 +232,8 @@ gl_FragCoord origin is upper left
0:53 Constant:
0:53 1 (const int)
0:53 direct index ( temp int)
0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:53 c3: direct index for structure ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
@@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
0:54 textureFetch ( temp 4-component vector of uint)
0:54 'g_tTex1du4a' ( uniform utexture1DArray)
0:54 vector swizzle ( temp 2-component vector of int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
@@ -251,8 +251,8 @@ gl_FragCoord origin is upper left
0:54 Constant:
0:54 1 (const int)
0:54 direct index ( temp int)
0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:54 c3: direct index for structure ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
@@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
0:57 textureFetch ( temp 4-component vector of float)
0:57 'g_tTex2df4a' ( uniform texture2DArray)
0:57 vector swizzle ( temp 3-component vector of int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
@@ -272,8 +272,8 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index ( temp int)
0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:57 c4: direct index for structure ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
@@ -281,8 +281,8 @@ gl_FragCoord origin is upper left
0:58 textureFetch ( temp 4-component vector of int)
0:58 'g_tTex2di4a' ( uniform itexture2DArray)
0:58 vector swizzle ( temp 3-component vector of int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
@@ -293,8 +293,8 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index ( temp int)
0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:58 c4: direct index for structure ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
@@ -302,8 +302,8 @@ gl_FragCoord origin is upper left
0:59 textureFetch ( temp 4-component vector of uint)
0:59 'g_tTex2du4a' ( uniform utexture2DArray)
0:59 vector swizzle ( temp 3-component vector of int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
@@ -314,8 +314,8 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index ( temp int)
0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:59 c4: direct index for structure ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
@@ -381,9 +381,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001