HLSL Tests: Tests for previous commit, to make it easier to see what's changing.

This commit is contained in:
John Kessenich 2016-09-27 23:09:32 -06:00
parent 6dbc0a7a33
commit 4e55988a47
119 changed files with 8321 additions and 5503 deletions

View File

@ -2,7 +2,7 @@ hlsl.array.flatten.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: TestFn1( (global 4-component vector of float)
0:17 Function Definition: TestFn1( (temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
0:18 Branch: Return with expression
@ -12,7 +12,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp[1]' (uniform sampler)
0:18 Constant:
0:18 0.200000
0:22 Function Definition: TestFn2(t11[3];p1[3]; (global 4-component vector of float)
0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 4-component vector of float)
0:22 Function Parameters:
0:22 'l_tex' (in 3-element array of texture1D)
0:22 'l_samp' (in 3-element array of sampler)
@ -39,7 +39,7 @@ gl_FragCoord origin is upper left
0:26 3 (const int)
0:26 4 (const int)
0:26 5 (const int)
0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (global void)
0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void)
0:31 Function Parameters:
0:31 'ps_output' (out structure{temp 4-component vector of float color})
0:? Sequence
@ -84,36 +84,17 @@ gl_FragCoord origin is upper left
0:34 2 (const int)
0:? 'g_tex[2]' (uniform texture1D)
0:35 Sequence
0:? Sequence
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 move second child to first child (temp 4-element array of float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 g_floats: direct index for structure (layout(offset=384 ) uniform 4-element array of float)
0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats})
0:35 Constant:
0:35 0 (const int)
0:? 'g_floats[0]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 1 (const int)
0:? 'g_floats[1]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 2 (const int)
0:? 'g_floats[2]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 3 (const int)
0:? 'g_floats[3]' (uniform float)
0:35 2 (const uint)
0:37 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:37 add (temp 4-component vector of float)
0:37 Function Call: TestFn1( (global 4-component vector of float)
0:37 Function Call: TestFn2(t11[3];p1[3]; (global 4-component vector of float)
0:37 Function Call: TestFn1( (temp 4-component vector of float)
0:37 Function Call: TestFn2(t11[3];p1[3]; (temp 4-component vector of float)
0:? Comma (temp 3-element array of texture1D)
0:? Sequence
0:? move second child to first child (temp texture1D)
@ -169,18 +150,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout(binding=5 ) uniform sampler)
0:? 'g_samp_explicit[1]' (layout(binding=6 ) uniform sampler)
0:? 'g_samp_explicit[2]' (layout(binding=7 ) uniform sampler)
0:? 'g_mats[0]' (uniform 3X3 matrix of float)
0:? 'g_mats[1]' (uniform 3X3 matrix of float)
0:? 'g_mats[2]' (uniform 3X3 matrix of float)
0:? 'g_mats[3]' (uniform 3X3 matrix of float)
0:? 'g_mats_explicit[0]' (layout(binding=10 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[1]' (layout(binding=11 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[2]' (layout(binding=12 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[3]' (layout(binding=13 ) uniform 3X3 matrix of float)
0:? 'g_floats[0]' (uniform float)
0:? 'g_floats[1]' (uniform float)
0:? 'g_floats[2]' (uniform float)
0:? 'g_floats[3]' (uniform float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats})
0:? 'not_flattened_a' (global 5-element array of int)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
@ -191,7 +161,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: TestFn1( (global 4-component vector of float)
0:17 Function Definition: TestFn1( (temp 4-component vector of float)
0:17 Function Parameters:
0:? Sequence
0:18 Branch: Return with expression
@ -201,7 +171,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp[1]' (uniform sampler)
0:18 Constant:
0:18 0.200000
0:22 Function Definition: TestFn2(t11[3];p1[3]; (global 4-component vector of float)
0:22 Function Definition: TestFn2(t11[3];p1[3]; (temp 4-component vector of float)
0:22 Function Parameters:
0:22 'l_tex' (in 3-element array of texture1D)
0:22 'l_samp' (in 3-element array of sampler)
@ -228,7 +198,7 @@ gl_FragCoord origin is upper left
0:26 3 (const int)
0:26 4 (const int)
0:26 5 (const int)
0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (global void)
0:31 Function Definition: main(struct-PS_OUTPUT-vf41; (temp void)
0:31 Function Parameters:
0:31 'ps_output' (out structure{temp 4-component vector of float color})
0:? Sequence
@ -273,36 +243,17 @@ gl_FragCoord origin is upper left
0:34 2 (const int)
0:? 'g_tex[2]' (uniform texture1D)
0:35 Sequence
0:? Sequence
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 move second child to first child (temp 4-element array of float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 g_floats: direct index for structure (layout(offset=384 ) uniform 4-element array of float)
0:35 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats})
0:35 Constant:
0:35 0 (const int)
0:? 'g_floats[0]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 1 (const int)
0:? 'g_floats[1]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 2 (const int)
0:? 'g_floats[2]' (uniform float)
0:35 move second child to first child (temp float)
0:35 direct index (temp float)
0:35 'local_float_array' (temp 4-element array of float)
0:35 Constant:
0:35 3 (const int)
0:? 'g_floats[3]' (uniform float)
0:35 2 (const uint)
0:37 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:37 add (temp 4-component vector of float)
0:37 Function Call: TestFn1( (global 4-component vector of float)
0:37 Function Call: TestFn2(t11[3];p1[3]; (global 4-component vector of float)
0:37 Function Call: TestFn1( (temp 4-component vector of float)
0:37 Function Call: TestFn2(t11[3];p1[3]; (temp 4-component vector of float)
0:? Comma (temp 3-element array of texture1D)
0:? Sequence
0:? move second child to first child (temp texture1D)
@ -358,30 +309,19 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout(binding=5 ) uniform sampler)
0:? 'g_samp_explicit[1]' (layout(binding=6 ) uniform sampler)
0:? 'g_samp_explicit[2]' (layout(binding=7 ) uniform sampler)
0:? 'g_mats[0]' (uniform 3X3 matrix of float)
0:? 'g_mats[1]' (uniform 3X3 matrix of float)
0:? 'g_mats[2]' (uniform 3X3 matrix of float)
0:? 'g_mats[3]' (uniform 3X3 matrix of float)
0:? 'g_mats_explicit[0]' (layout(binding=10 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[1]' (layout(binding=11 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[2]' (layout(binding=12 ) uniform 3X3 matrix of float)
0:? 'g_mats_explicit[3]' (layout(binding=13 ) uniform 3X3 matrix of float)
0:? 'g_floats[0]' (uniform float)
0:? 'g_floats[1]' (uniform float)
0:? 'g_floats[2]' (uniform float)
0:? 'g_floats[3]' (uniform float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 3X3 matrix of float g_mats, layout(binding=10 offset=192 ) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout(offset=384 ) uniform 4-element array of float g_floats})
0:? 'not_flattened_a' (global 5-element array of int)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 128
// Id's are bound by 123
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 93
EntryPoint Fragment 4 "main" 99
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "TestFn1("
@ -398,50 +338,51 @@ gl_FragCoord origin is upper left
Name 66 "g_tex[0]"
Name 71 "g_tex[2]"
Name 77 "local_float_array"
Name 79 "g_floats[0]"
Name 83 "g_floats[1]"
Name 86 "g_floats[2]"
Name 89 "g_floats[3]"
Name 93 "color"
Name 95 "aggShadow"
Name 102 "aggShadow"
Name 111 "g_tex_explicit[0]"
Name 112 "g_tex_explicit[1]"
Name 113 "g_tex_explicit[2]"
Name 114 "g_samp_explicit[0]"
Name 115 "g_samp_explicit[1]"
Name 116 "g_samp_explicit[2]"
Name 120 "g_mats[0]"
Name 121 "g_mats[1]"
Name 122 "g_mats[2]"
Name 123 "g_mats[3]"
Name 124 "g_mats_explicit[0]"
Name 125 "g_mats_explicit[1]"
Name 126 "g_mats_explicit[2]"
Name 127 "g_mats_explicit[3]"
Name 83 "$Global"
MemberName 83($Global) 0 "g_mats"
MemberName 83($Global) 1 "g_mats_explicit"
MemberName 83($Global) 2 "g_floats"
Name 85 ""
Name 99 "color"
Name 101 "aggShadow"
Name 108 "aggShadow"
Name 117 "g_tex_explicit[0]"
Name 118 "g_tex_explicit[1]"
Name 119 "g_tex_explicit[2]"
Name 120 "g_samp_explicit[0]"
Name 121 "g_samp_explicit[1]"
Name 122 "g_samp_explicit[2]"
Decorate 36(g_tex[1]) DescriptorSet 0
Decorate 39(g_samp[1]) DescriptorSet 0
Decorate 57(g_samp[0]) DescriptorSet 0
Decorate 62(g_samp[2]) DescriptorSet 0
Decorate 66(g_tex[0]) DescriptorSet 0
Decorate 71(g_tex[2]) DescriptorSet 0
Decorate 93(color) Location 0
Decorate 111(g_tex_explicit[0]) DescriptorSet 0
Decorate 111(g_tex_explicit[0]) Binding 1
Decorate 112(g_tex_explicit[1]) DescriptorSet 0
Decorate 112(g_tex_explicit[1]) Binding 2
Decorate 113(g_tex_explicit[2]) DescriptorSet 0
Decorate 113(g_tex_explicit[2]) Binding 3
Decorate 114(g_samp_explicit[0]) DescriptorSet 0
Decorate 114(g_samp_explicit[0]) Binding 5
Decorate 115(g_samp_explicit[1]) DescriptorSet 0
Decorate 115(g_samp_explicit[1]) Binding 6
Decorate 116(g_samp_explicit[2]) DescriptorSet 0
Decorate 116(g_samp_explicit[2]) Binding 7
Decorate 124(g_mats_explicit[0]) Binding 10
Decorate 125(g_mats_explicit[1]) Binding 11
Decorate 126(g_mats_explicit[2]) Binding 12
Decorate 127(g_mats_explicit[3]) Binding 13
Decorate 80 ArrayStride 48
Decorate 81 ArrayStride 48
Decorate 82 ArrayStride 16
MemberDecorate 83($Global) 0 RowMajor
MemberDecorate 83($Global) 0 Offset 0
MemberDecorate 83($Global) 0 MatrixStride 16
MemberDecorate 83($Global) 1 RowMajor
MemberDecorate 83($Global) 1 Offset 192
MemberDecorate 83($Global) 1 MatrixStride 16
MemberDecorate 83($Global) 2 Offset 384
Decorate 83($Global) Block
Decorate 85 DescriptorSet 0
Decorate 99(color) Location 0
Decorate 117(g_tex_explicit[0]) DescriptorSet 0
Decorate 117(g_tex_explicit[0]) Binding 1
Decorate 118(g_tex_explicit[1]) DescriptorSet 0
Decorate 118(g_tex_explicit[1]) Binding 2
Decorate 119(g_tex_explicit[2]) DescriptorSet 0
Decorate 119(g_tex_explicit[2]) Binding 3
Decorate 120(g_samp_explicit[0]) DescriptorSet 0
Decorate 120(g_samp_explicit[0]) Binding 5
Decorate 121(g_samp_explicit[1]) DescriptorSet 0
Decorate 121(g_samp_explicit[1]) Binding 6
Decorate 122(g_samp_explicit[2]) DescriptorSet 0
Decorate 122(g_samp_explicit[2]) Binding 7
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -483,33 +424,26 @@ gl_FragCoord origin is upper left
74: 12(int) Constant 4
75: TypeArray 6(float) 74
76: TypePointer Function 75
78: TypePointer UniformConstant 6(float)
79(g_floats[0]): 78(ptr) Variable UniformConstant
81: TypePointer Function 6(float)
83(g_floats[1]): 78(ptr) Variable UniformConstant
86(g_floats[2]): 78(ptr) Variable UniformConstant
89(g_floats[3]): 78(ptr) Variable UniformConstant
92: TypePointer Output 7(fvec4)
93(color): 92(ptr) Variable Output
95(aggShadow): 15(ptr) Variable UniformConstant
102(aggShadow): 18(ptr) Variable UniformConstant
111(g_tex_explicit[0]): 35(ptr) Variable UniformConstant
112(g_tex_explicit[1]): 35(ptr) Variable UniformConstant
113(g_tex_explicit[2]): 35(ptr) Variable UniformConstant
114(g_samp_explicit[0]): 38(ptr) Variable UniformConstant
115(g_samp_explicit[1]): 38(ptr) Variable UniformConstant
116(g_samp_explicit[2]): 38(ptr) Variable UniformConstant
117: TypeVector 6(float) 3
118: TypeMatrix 117(fvec3) 3
119: TypePointer UniformConstant 118
120(g_mats[0]): 119(ptr) Variable UniformConstant
121(g_mats[1]): 119(ptr) Variable UniformConstant
122(g_mats[2]): 119(ptr) Variable UniformConstant
123(g_mats[3]): 119(ptr) Variable UniformConstant
124(g_mats_explicit[0]): 119(ptr) Variable UniformConstant
125(g_mats_explicit[1]): 119(ptr) Variable UniformConstant
126(g_mats_explicit[2]): 119(ptr) Variable UniformConstant
127(g_mats_explicit[3]): 119(ptr) Variable UniformConstant
78: TypeVector 6(float) 3
79: TypeMatrix 78(fvec3) 3
80: TypeArray 79 74
81: TypeArray 79 74
82: TypeArray 6(float) 74
83($Global): TypeStruct 80 81 82
84: TypePointer Uniform 83($Global)
85: 84(ptr) Variable Uniform
86: TypePointer Uniform 82
90: TypePointer Function 6(float)
98: TypePointer Output 7(fvec4)
99(color): 98(ptr) Variable Output
101(aggShadow): 15(ptr) Variable UniformConstant
108(aggShadow): 18(ptr) Variable UniformConstant
117(g_tex_explicit[0]): 35(ptr) Variable UniformConstant
118(g_tex_explicit[1]): 35(ptr) Variable UniformConstant
119(g_tex_explicit[2]): 35(ptr) Variable UniformConstant
120(g_samp_explicit[0]): 38(ptr) Variable UniformConstant
121(g_samp_explicit[1]): 38(ptr) Variable UniformConstant
122(g_samp_explicit[2]): 38(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
77(local_float_array): 76(ptr) Variable Function
@ -532,40 +466,42 @@ gl_FragCoord origin is upper left
72: 11 Load 71(g_tex[2])
73: 35(ptr) AccessChain 65(local_texture_array) 30
Store 73 72
80: 6(float) Load 79(g_floats[0])
82: 81(ptr) AccessChain 77(local_float_array) 56
Store 82 80
84: 6(float) Load 83(g_floats[1])
85: 81(ptr) AccessChain 77(local_float_array) 29
Store 85 84
87: 6(float) Load 86(g_floats[2])
88: 81(ptr) AccessChain 77(local_float_array) 30
Store 88 87
90: 6(float) Load 89(g_floats[3])
91: 81(ptr) AccessChain 77(local_float_array) 31
Store 91 90
94: 7(fvec4) FunctionCall 9(TestFn1()
96: 11 Load 66(g_tex[0])
97: 35(ptr) AccessChain 95(aggShadow) 56
87: 86(ptr) AccessChain 85 30
88: 82 Load 87
89: 6(float) CompositeExtract 88 0
91: 90(ptr) AccessChain 77(local_float_array) 56
Store 91 89
92: 6(float) CompositeExtract 88 1
93: 90(ptr) AccessChain 77(local_float_array) 29
Store 93 92
94: 6(float) CompositeExtract 88 2
95: 90(ptr) AccessChain 77(local_float_array) 30
Store 95 94
96: 6(float) CompositeExtract 88 3
97: 90(ptr) AccessChain 77(local_float_array) 31
Store 97 96
98: 11 Load 36(g_tex[1])
99: 35(ptr) AccessChain 95(aggShadow) 29
Store 99 98
100: 11 Load 71(g_tex[2])
101: 35(ptr) AccessChain 95(aggShadow) 30
Store 101 100
103: 16 Load 57(g_samp[0])
104: 38(ptr) AccessChain 102(aggShadow) 56
Store 104 103
105: 16 Load 39(g_samp[1])
106: 38(ptr) AccessChain 102(aggShadow) 29
Store 106 105
107: 16 Load 62(g_samp[2])
108: 38(ptr) AccessChain 102(aggShadow) 30
Store 108 107
109: 7(fvec4) FunctionCall 22(TestFn2(t11[3];p1[3];) 95(aggShadow) 102(aggShadow)
110: 7(fvec4) FAdd 94 109
Store 93(color) 110
100: 7(fvec4) FunctionCall 9(TestFn1()
102: 11 Load 66(g_tex[0])
103: 35(ptr) AccessChain 101(aggShadow) 56
Store 103 102
104: 11 Load 36(g_tex[1])
105: 35(ptr) AccessChain 101(aggShadow) 29
Store 105 104
106: 11 Load 71(g_tex[2])
107: 35(ptr) AccessChain 101(aggShadow) 30
Store 107 106
109: 16 Load 57(g_samp[0])
110: 38(ptr) AccessChain 108(aggShadow) 56
Store 110 109
111: 16 Load 39(g_samp[1])
112: 38(ptr) AccessChain 108(aggShadow) 29
Store 112 111
113: 16 Load 62(g_samp[2])
114: 38(ptr) AccessChain 108(aggShadow) 30
Store 114 113
115: 7(fvec4) FunctionCall 22(TestFn2(t11[3];p1[3];) 101(aggShadow) 108(aggShadow)
116: 7(fvec4) FAdd 100 115
Store 99(color) 116
Return
FunctionEnd
9(TestFn1(): 7(fvec4) Function None 8

View File

@ -2,7 +2,7 @@ hlsl.array.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (layout(location=0 ) in int)
0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
@ -16,12 +16,18 @@ gl_FragCoord origin is upper left
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 direct index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
@ -39,17 +45,19 @@ gl_FragCoord origin is upper left
0:10 'i' (layout(location=0 ) in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' (layout(location=0 ) in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (layout(location=0 ) in int)
0:10 Branch: Return
0:? Linker Objects
0:? 'a' (global 4-element array of 4-component vector of float)
0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:? 'i' (layout(location=0 ) in int)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
@ -60,7 +68,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'i' (layout(location=0 ) in int)
0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
@ -74,12 +82,18 @@ gl_FragCoord origin is upper left
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 add (temp 4-component vector of float)
0:10 direct index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (temp 4-component vector of float)
0:10 'a' (global 4-element array of 4-component vector of float)
0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' (layout(location=0 ) in int)
0:10 direct index (layout(location=1 ) temp 4-component vector of float)
0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
@ -97,41 +111,53 @@ gl_FragCoord origin is upper left
0:10 'i' (layout(location=0 ) in int)
0:10 indirect index (temp 4-component vector of float)
0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
0:10 indirect index (temp structure{temp 7-element array of 4-component vector of float m})
0:10 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' (layout(location=0 ) in int)
0:10 Constant:
0:10 0 (const int)
0:10 'i' (layout(location=0 ) in int)
0:10 Branch: Return
0:? Linker Objects
0:? 'a' (global 4-element array of 4-component vector of float)
0:? 's' (global 11-element array of structure{temp 7-element array of 4-component vector of float m})
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
0:? 'i' (layout(location=0 ) in int)
0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 66
// Id's are bound by 65
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 9 21 29
EntryPoint Fragment 4 "PixelShaderFunction" 9 28 36
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 9 "@entryPointOutput"
Name 14 "a"
Name 21 "i"
Name 29 "input"
Name 42 "b"
Name 54 ""
MemberName 54 0 "m"
Name 58 "s"
Name 15 ""
MemberName 15 0 "m"
Name 18 "$Global"
MemberName 18($Global) 0 "a"
MemberName 18($Global) 1 "s"
Name 20 ""
Name 28 "i"
Name 36 "input"
Name 49 "b"
Decorate 9(@entryPointOutput) Location 0
Decorate 21(i) Location 0
Decorate 29(input) Location 1
Decorate 12 ArrayStride 16
Decorate 14 ArrayStride 16
MemberDecorate 15 0 Offset 0
Decorate 17 ArrayStride 112
MemberDecorate 18($Global) 0 Offset 0
MemberDecorate 18($Global) 1 Offset 64
Decorate 18($Global) Block
Decorate 20 DescriptorSet 0
Decorate 28(i) Location 0
Decorate 36(input) Location 1
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -141,60 +167,59 @@ gl_FragCoord origin is upper left
10: TypeInt 32 0
11: 10(int) Constant 4
12: TypeArray 7(fvec4) 11
13: TypePointer Private 12
14(a): 13(ptr) Variable Private
15: TypeInt 32 1
16: 15(int) Constant 1
17: TypePointer Private 7(fvec4)
20: TypePointer Input 15(int)
21(i): 20(ptr) Variable Input
26: 10(int) Constant 3
27: TypeArray 7(fvec4) 26
28: TypePointer Input 27
29(input): 28(ptr) Variable Input
30: 15(int) Constant 2
31: TypePointer Input 7(fvec4)
39: 10(int) Constant 10
40: TypeArray 7(fvec4) 39
41: TypePointer Function 40
43: 15(int) Constant 5
44: TypePointer Function 7(fvec4)
52: 10(int) Constant 7
53: TypeArray 7(fvec4) 52
54: TypeStruct 53
55: 10(int) Constant 11
56: TypeArray 54(struct) 55
57: TypePointer Private 56
58(s): 57(ptr) Variable Private
60: 15(int) Constant 0
13: 10(int) Constant 7
14: TypeArray 7(fvec4) 13
15: TypeStruct 14
16: 10(int) Constant 11
17: TypeArray 15(struct) 16
18($Global): TypeStruct 12 17
19: TypePointer Uniform 18($Global)
20: 19(ptr) Variable Uniform
21: TypeInt 32 1
22: 21(int) Constant 0
23: 21(int) Constant 1
24: TypePointer Uniform 7(fvec4)
27: TypePointer Input 21(int)
28(i): 27(ptr) Variable Input
33: 10(int) Constant 3
34: TypeArray 7(fvec4) 33
35: TypePointer Input 34
36(input): 35(ptr) Variable Input
37: 21(int) Constant 2
38: TypePointer Input 7(fvec4)
46: 10(int) Constant 10
47: TypeArray 7(fvec4) 46
48: TypePointer Function 47
50: 21(int) Constant 5
51: TypePointer Function 7(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
42(b): 41(ptr) Variable Function
18: 17(ptr) AccessChain 14(a) 16
19: 7(fvec4) Load 18
22: 15(int) Load 21(i)
23: 17(ptr) AccessChain 14(a) 22
24: 7(fvec4) Load 23
25: 7(fvec4) FAdd 19 24
32: 31(ptr) AccessChain 29(input) 30
33: 7(fvec4) Load 32
34: 7(fvec4) FAdd 25 33
35: 15(int) Load 21(i)
36: 31(ptr) AccessChain 29(input) 35
37: 7(fvec4) Load 36
38: 7(fvec4) FAdd 34 37
45: 44(ptr) AccessChain 42(b) 43
46: 7(fvec4) Load 45
47: 7(fvec4) FAdd 38 46
48: 15(int) Load 21(i)
49: 44(ptr) AccessChain 42(b) 48
50: 7(fvec4) Load 49
51: 7(fvec4) FAdd 47 50
59: 15(int) Load 21(i)
61: 15(int) Load 21(i)
62: 17(ptr) AccessChain 58(s) 59 60 61
63: 7(fvec4) Load 62
64: 7(fvec4) FAdd 51 63
Store 9(@entryPointOutput) 64
49(b): 48(ptr) Variable Function
25: 24(ptr) AccessChain 20 22 23
26: 7(fvec4) Load 25
29: 21(int) Load 28(i)
30: 24(ptr) AccessChain 20 22 29
31: 7(fvec4) Load 30
32: 7(fvec4) FAdd 26 31
39: 38(ptr) AccessChain 36(input) 37
40: 7(fvec4) Load 39
41: 7(fvec4) FAdd 32 40
42: 21(int) Load 28(i)
43: 38(ptr) AccessChain 36(input) 42
44: 7(fvec4) Load 43
45: 7(fvec4) FAdd 41 44
52: 51(ptr) AccessChain 49(b) 50
53: 7(fvec4) Load 52
54: 7(fvec4) FAdd 45 53
55: 21(int) Load 28(i)
56: 51(ptr) AccessChain 49(b) 55
57: 7(fvec4) Load 56
58: 7(fvec4) FAdd 54 57
59: 21(int) Load 28(i)
60: 21(int) Load 28(i)
61: 24(ptr) AccessChain 20 23 59 22 60
62: 7(fvec4) Load 61
63: 7(fvec4) FAdd 58 62
Store 9(@entryPointOutput) 63
Return
FunctionEnd

View File

@ -2,7 +2,7 @@ hlsl.assoc.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)
@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:8 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:8 Function Parameters:
0:8 'a1' (layout(location=0 ) in 4-component vector of float)
0:8 'a2' (layout(location=1 ) in 4-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.attribute.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -21,7 +21,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.buffer.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -46,7 +46,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:30 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:30 Function Parameters:
0:30 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.calculatelod.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence

View File

@ -14,7 +14,7 @@ ERROR: 9 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -188,7 +188,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence

View File

@ -2,7 +2,7 @@ hlsl.cast.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -33,7 +33,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.conditional.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -119,7 +119,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.constructexpr.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:
@ -53,7 +53,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float color})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:4 Function Parameters:
0:? Sequence
0:6 Constant:

View File

@ -3,7 +3,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_greater
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1; (temp void)
0:2 Function Parameters:
0:2 'depth' (out float FragDepth)
0:? Sequence
@ -22,7 +22,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_greater
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1; (temp void)
0:2 Function Parameters:
0:2 'depth' (out float FragDepth)
0:? Sequence

View File

@ -3,7 +3,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_less
0:? Sequence
0:2 Function Definition: PixelShaderFunction( (global float FragDepth)
0:2 Function Definition: PixelShaderFunction( (temp float FragDepth)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence
@ -23,7 +23,7 @@ Shader version: 450
gl_FragCoord origin is upper left
using depth_less
0:? Sequence
0:2 Function Definition: PixelShaderFunction( (global float FragDepth)
0:2 Function Definition: PixelShaderFunction( (temp float FragDepth)
0:2 Function Parameters:
0:? Sequence
0:3 Sequence

View File

@ -2,7 +2,7 @@ hlsl.discard.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo(f1; (global void)
0:2 Function Definition: foo(f1; (temp void)
0:2 Function Parameters:
0:2 'f' (in float)
0:? Sequence
@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:3 1.000000
0:3 true case
0:4 Branch: Kill
0:8 Function Definition: PixelShaderFunction(vf4; (global void)
0:8 Function Definition: PixelShaderFunction(vf4; (temp void)
0:8 Function Parameters:
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 Function Call: foo(f1; (temp void)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:
@ -49,7 +49,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo(f1; (global void)
0:2 Function Definition: foo(f1; (temp void)
0:2 Function Parameters:
0:2 'f' (in float)
0:? Sequence
@ -61,11 +61,11 @@ gl_FragCoord origin is upper left
0:3 1.000000
0:3 true case
0:4 Branch: Kill
0:8 Function Definition: PixelShaderFunction(vf4; (global void)
0:8 Function Definition: PixelShaderFunction(vf4; (temp void)
0:8 Function Parameters:
0:8 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:9 Function Call: foo(f1; (global void)
0:9 Function Call: foo(f1; (temp void)
0:9 direct index (temp float)
0:9 'input' (layout(location=0 ) in 4-component vector of float)
0:9 Constant:

View File

@ -2,7 +2,7 @@ hlsl.doLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -38,7 +38,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.entry-in.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
@ -48,12 +48,12 @@ gl_FragCoord origin is upper left
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:? move second child to first child (temp 2-component vector of float)
@ -100,7 +100,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:8 Function Definition: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:8 Function Parameters:
0:8 'p' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
@ -120,7 +120,7 @@ gl_FragCoord origin is upper left
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (global 4-component vector of float)
0:13 Function Definition: PixelShaderFunction(struct-InParam-vf2-vf4-vi21; (temp 4-component vector of float)
0:13 Function Parameters:
0:13 'i' (in structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
@ -146,12 +146,12 @@ gl_FragCoord origin is upper left
0:16 Sequence
0:16 move second child to first child (temp float)
0:16 'ret1' (temp float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:16 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:16 'local' (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'ret2' (temp float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (global float)
0:17 Function Call: fun(struct-InParam-vf2-vf4-vi21; (temp float)
0:? Comma (temp structure{temp 2-component vector of float v, temp 4-component vector of float fragCoord, temp 2-component vector of int i2})
0:? Sequence
0:? move second child to first child (temp 2-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.entry-out.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (layout(location=1 ) out 4-component vector of float)
@ -72,7 +72,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;struct-OutParam-vf2-vi21;struct-OutParam-vf2-vi21; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'out1' (layout(location=1 ) out 4-component vector of float)

View File

@ -12,7 +12,7 @@ gl_FragCoord origin is upper left
0:2 'scalar' (global float)
0:2 Constant:
0:2 2.000000
0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:5 Function Parameters:
0:5 'inFloat1' (in 1-component vector of float)
0:5 'inScalar' (in float)
@ -46,7 +46,7 @@ gl_FragCoord origin is upper left
0:2 'scalar' (global float)
0:2 Constant:
0:2 2.000000
0:5 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:5 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:5 Function Parameters:
0:5 'inFloat1' (in 1-component vector of float)
0:5 'inScalar' (in float)

View File

@ -5,28 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
Linked fragment stage:
@ -35,32 +26,23 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'AmbientColor' (global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:9 Function Parameters:
0:9 'input' (in 4-component vector of float)
0:? Sequence
0:10 Branch: Return with expression
0:10 component-wise multiply (temp 4-component vector of float)
0:10 'input' (in 4-component vector of float)
0:10 'AmbientColor' (global 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'AmbientColor' (global 4-component vector of float)
0:? 'ff1' (global bool Face)
0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 30
// Id's are bound by 26
Capability Shader
1: ExtInstImport "GLSL.std.450"
@ -70,44 +52,43 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 11 "ShaderFunction(vf4;"
Name 10 "input"
Name 14 "AmbientColor"
Name 26 "ff1"
Name 27 "ff2"
Name 28 "ff3"
Name 29 "ff4"
Decorate 26(ff1) BuiltIn FrontFacing
Decorate 27(ff2) Offset 4
Decorate 28(ff3) Offset 4
Decorate 28(ff3) Binding 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Binding 1
Name 15 "$Global"
MemberName 15($Global) 0 "AmbientColor"
MemberName 15($Global) 1 "ff1"
MemberName 15($Global) 2 "ff2"
MemberName 15($Global) 3 "ff3"
MemberName 15($Global) 4 "ff4"
Name 17 ""
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 16
MemberDecorate 15($Global) 1 BuiltIn FrontFacing
MemberDecorate 15($Global) 2 Offset 20
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeFunction 7(fvec4) 8(ptr)
13: TypePointer Private 7(fvec4)
14(AmbientColor): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
16: 6(float) Constant 1056964608
17: 6(float) Constant 0
18: 7(fvec4) ConstantComposite 15 16 17 15
24: TypeBool
25: TypePointer Private 24(bool)
26(ff1): 25(ptr) Variable Private
27(ff2): 13(ptr) Variable Private
28(ff3): 13(ptr) Variable Private
29(ff4): 13(ptr) Variable Private
14: TypeInt 32 0
15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: TypeInt 32 1
19: 18(int) Constant 0
20: TypePointer Uniform 7(fvec4)
4(PixelShaderFunction): 2 Function None 3
5: Label
Store 14(AmbientColor) 18
FunctionEnd
11(ShaderFunction(vf4;): 7(fvec4) Function None 9
10(input): 8(ptr) FunctionParameter
12: Label
19: 7(fvec4) Load 10(input)
20: 7(fvec4) Load 14(AmbientColor)
21: 7(fvec4) FMul 19 20
ReturnValue 21
13: 7(fvec4) Load 10(input)
21: 20(ptr) AccessChain 17 19
22: 7(fvec4) Load 21
23: 7(fvec4) FMul 13 22
ReturnValue 23
FunctionEnd

View File

@ -2,7 +2,7 @@ hlsl.forLoop.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -124,7 +124,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.gather.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence
@ -128,7 +128,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:29 Sequence

View File

@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence
@ -126,7 +126,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:34 Sequence

View File

@ -1,7 +1,7 @@
hlsl.gather.basic.dx10.vert
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
@ -110,7 +110,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence

View File

@ -2,7 +2,7 @@ hlsl.gather.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence
@ -101,7 +101,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:33 Sequence

View File

@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
@ -98,7 +98,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -2,7 +2,7 @@ hlsl.getdimensions.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
@ -1114,7 +1114,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:46 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence

View File

@ -1,7 +1,7 @@
hlsl.getdimensions.dx10.vert
Shader version: 450
0:? Sequence
0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence
@ -56,7 +56,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:11 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:11 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:11 Function Parameters:
0:? Sequence
0:21 Sequence

View File

@ -7,7 +7,7 @@ ERROR: 2 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
@ -72,7 +72,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence

View File

@ -2,7 +2,7 @@ hlsl.if.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -103,7 +103,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -78,7 +78,7 @@ gl_FragCoord origin is upper left
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -236,7 +236,7 @@ gl_FragCoord origin is upper left
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
0:21 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.init2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: Test1( (global void)
0:3 Function Definition: Test1( (temp void)
0:3 Function Parameters:
0:? Sequence
0:5 Sequence
@ -29,10 +29,10 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:26 Function Definition: main( (global structure{temp 4-component vector of float color})
0:26 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:27 Function Call: Test1( (temp void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})
@ -62,7 +62,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: Test1( (global void)
0:3 Function Definition: Test1( (temp void)
0:3 Function Parameters:
0:? Sequence
0:5 Sequence
@ -89,10 +89,10 @@ gl_FragCoord origin is upper left
0:20 8.000000
0:20 9.000000
0:20 10.000000
0:26 Function Definition: main( (global structure{temp 4-component vector of float color})
0:26 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:26 Function Parameters:
0:? Sequence
0:27 Function Call: Test1( (global void)
0:27 Function Call: Test1( (temp void)
0:30 move second child to first child (temp 4-component vector of float)
0:30 color: direct index for structure (temp 4-component vector of float)
0:30 'ps_output' (temp structure{temp 4-component vector of float color})

View File

@ -2,7 +2,7 @@ hlsl.inoutquals.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Definition: MyFunc(f1;f1;f1; (temp void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
@ -18,7 +18,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
@ -31,7 +31,7 @@ gl_FragCoord origin is upper left
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 Function Call: MyFunc(f1;f1;f1; (temp void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)
@ -82,7 +82,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1; (global void)
0:8 Function Definition: MyFunc(f1;f1;f1; (temp void)
0:8 Function Parameters:
0:8 'x' (in float)
0:8 'y' (out float)
@ -98,7 +98,7 @@ gl_FragCoord origin is upper left
0:11 'x' (in float)
0:11 Constant:
0:11 -1.000000
0:15 Function Definition: main(vf4; (global structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main(vf4; (temp structure{temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:15 'inpos' (noperspective in 4-component vector of float FragCoord)
0:? Sequence
@ -111,7 +111,7 @@ gl_FragCoord origin is upper left
0:18 'z' (temp float)
0:18 Constant:
0:18 3.000000
0:19 Function Call: MyFunc(f1;f1;f1; (global void)
0:19 Function Call: MyFunc(f1;f1;f1; (temp void)
0:19 'x' (temp float)
0:19 'y' (temp float)
0:19 'z' (temp float)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.barriers.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:3 Function Definition: ComputeShaderFunction( (global float)
0:3 Function Definition: ComputeShaderFunction( (temp float)
0:3 Function Parameters:
0:? Sequence
0:4 MemoryBarrier (global void)
@ -27,7 +27,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:3 Function Definition: ComputeShaderFunction( (global float)
0:3 Function Definition: ComputeShaderFunction( (temp float)
0:3 Function Parameters:
0:? Sequence
0:4 MemoryBarrier (global void)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
@ -74,7 +74,7 @@ local_size = (1, 1, 1)
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 1-component vector of float)
0:45 'inF1' (in 1-component vector of float)
@ -83,7 +83,7 @@ local_size = (1, 1, 1)
0:47 Branch: Return with expression
0:47 Constant:
0:47 0.000000
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:51 Function Parameters:
0:51 'inF0' (in 2-component vector of float)
0:51 'inF1' (in 2-component vector of float)
@ -156,7 +156,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' (in 3-component vector of float)
0:78 'inF1' (in 3-component vector of float)
@ -230,7 +230,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -335,7 +335,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: ComputeShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
@ -407,7 +407,7 @@ local_size = (1, 1, 1)
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:45 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 1-component vector of float)
0:45 'inF1' (in 1-component vector of float)
@ -416,7 +416,7 @@ local_size = (1, 1, 1)
0:47 Branch: Return with expression
0:47 Constant:
0:47 0.000000
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:51 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:51 Function Parameters:
0:51 'inF0' (in 2-component vector of float)
0:51 'inF1' (in 2-component vector of float)
@ -489,7 +489,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:78 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:78 Function Parameters:
0:78 'inF0' (in 3-component vector of float)
0:78 'inF1' (in 3-component vector of float)
@ -563,7 +563,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:105 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:105 Function Parameters:
0:105 'inF0' (layout(location=0 ) in 4-component vector of float)
0:105 'inF1' (layout(location=1 ) in 4-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.double.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Parameters:
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)
@ -51,7 +51,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (global float)
0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Parameters:
0:5 'inDV1a' (layout(location=0 ) in double)
0:5 'inDV1b' (layout(location=1 ) in double)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.evalfns.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void)
0:3 Function Parameters:
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)
@ -57,7 +57,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (global void)
0:3 Function Definition: main(f1;vf2;vf3;vf4;vi2; (temp void)
0:3 Function Parameters:
0:3 'inF1' (layout(location=0 ) in float)
0:3 'inF2' (layout(location=1 ) in 2-component vector of float)

View File

@ -9,7 +9,7 @@ ERROR: 4 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:? Sequence
@ -19,14 +19,14 @@ ERROR: node is still EOpNull!
0:5 Branch: Return with expression
0:5 Constant:
0:5 0.000000
0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float)
0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inF0' (in 1-component vector of float)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 0.000000
0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float)
0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float)
0:15 Function Parameters:
0:15 'inF0' (in 2-component vector of float)
0:? Sequence
@ -37,7 +37,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float)
0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float)
0:22 Function Parameters:
0:22 'inF0' (in 3-component vector of float)
0:? Sequence
@ -49,7 +49,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -76,7 +76,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:? Sequence
@ -86,14 +86,14 @@ ERROR: node is still EOpNull!
0:5 Branch: Return with expression
0:5 Constant:
0:5 0.000000
0:9 Function Definition: PixelShaderFunction1(vf1; (global 1-component vector of float)
0:9 Function Definition: PixelShaderFunction1(vf1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inF0' (in 1-component vector of float)
0:? Sequence
0:11 Branch: Return with expression
0:11 Constant:
0:11 0.000000
0:15 Function Definition: PixelShaderFunction2(vf2; (global 2-component vector of float)
0:15 Function Definition: PixelShaderFunction2(vf2; (temp 2-component vector of float)
0:15 Function Parameters:
0:15 'inF0' (in 2-component vector of float)
0:? Sequence
@ -104,7 +104,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:22 Function Definition: PixelShaderFunction3(vf3; (global 3-component vector of float)
0:22 Function Definition: PixelShaderFunction3(vf3; (temp 3-component vector of float)
0:22 Function Parameters:
0:22 'inF0' (in 3-component vector of float)
0:? Sequence
@ -116,7 +116,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:29 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:29 Function Parameters:
0:29 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
@ -339,7 +339,7 @@ gl_FragCoord origin is upper left
0:85 Branch: Return with expression
0:85 Constant:
0:85 0.000000
0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:89 Function Parameters:
0:89 'inF0' (in 1-component vector of float)
0:89 'inF1' (in 1-component vector of float)
@ -348,7 +348,7 @@ gl_FragCoord origin is upper left
0:91 Branch: Return with expression
0:91 Constant:
0:91 0.000000
0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:95 Function Parameters:
0:95 'inF0' (in 2-component vector of float)
0:95 'inF1' (in 2-component vector of float)
@ -733,7 +733,7 @@ gl_FragCoord origin is upper left
0:? Constant:
0:? 1.000000
0:? 2.000000
0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:178 Function Parameters:
0:178 'inF0' (in 3-component vector of float)
0:178 'inF1' (in 3-component vector of float)
@ -1138,7 +1138,7 @@ gl_FragCoord origin is upper left
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:260 Function Parameters:
0:260 'inF0' (in 4-component vector of float)
0:260 'inF1' (in 4-component vector of float)
@ -1558,7 +1558,7 @@ gl_FragCoord origin is upper left
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:401 Function Parameters:
0:401 'inF0' (in 2X2 matrix of float)
0:401 'inF1' (in 2X2 matrix of float)
@ -1846,7 +1846,7 @@ gl_FragCoord origin is upper left
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:410 Function Parameters:
0:410 'inF0' (in 3X3 matrix of float)
0:410 'inF1' (in 3X3 matrix of float)
@ -2144,7 +2144,7 @@ gl_FragCoord origin is upper left
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:419 Function Parameters:
0:419 'inF0' (in 4X4 matrix of float)
0:419 'inF1' (in 4X4 matrix of float)
@ -2456,7 +2456,7 @@ gl_FragCoord origin is upper left
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void)
0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void)
0:442 Function Parameters:
0:442 'inF0' (in float)
0:442 'inF1' (in float)
@ -2519,7 +2519,7 @@ gl_FragCoord origin is upper left
0:443 matrix-multiply (temp 2X2 matrix of float)
0:443 'inFM1' (in 2X2 matrix of float)
0:443 'inFM0' (in 2X2 matrix of float)
0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void)
0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void)
0:449 Function Parameters:
0:449 'inF0' (in float)
0:449 'inF1' (in float)
@ -2582,7 +2582,7 @@ gl_FragCoord origin is upper left
0:450 matrix-multiply (temp 3X3 matrix of float)
0:450 'inFM1' (in 3X3 matrix of float)
0:450 'inFM0' (in 3X3 matrix of float)
0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void)
0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void)
0:456 Function Parameters:
0:456 'inF0' (in float)
0:456 'inF1' (in float)
@ -2645,7 +2645,7 @@ gl_FragCoord origin is upper left
0:457 matrix-multiply (temp 4X4 matrix of float)
0:457 'inFM1' (in 4X4 matrix of float)
0:457 'inFM0' (in 4X4 matrix of float)
0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void)
0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void)
0:466 Function Parameters:
0:466 'inF0' (in float)
0:466 'inF1' (in float)
@ -2759,7 +2759,7 @@ gl_FragCoord origin is upper left
0:483 matrix-multiply (temp 3X4 matrix of float)
0:483 'inFM2x4' (in 2X4 matrix of float)
0:483 'inFM3x2' (in 3X2 matrix of float)
0:489 Function Definition: main( (global structure{temp 4-component vector of float color})
0:489 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:489 Function Parameters:
0:? Sequence
0:491 move second child to first child (temp 4-component vector of float)
@ -2803,7 +2803,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:17 Function Definition: PixelShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:17 Function Parameters:
0:17 'inF0' (in float)
0:17 'inF1' (in float)
@ -3140,7 +3140,7 @@ gl_FragCoord origin is upper left
0:85 Branch: Return with expression
0:85 Constant:
0:85 0.000000
0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:89 Function Definition: PixelShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:89 Function Parameters:
0:89 'inF0' (in 1-component vector of float)
0:89 'inF1' (in 1-component vector of float)
@ -3149,7 +3149,7 @@ gl_FragCoord origin is upper left
0:91 Branch: Return with expression
0:91 Constant:
0:91 0.000000
0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:95 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:95 Function Parameters:
0:95 'inF0' (in 2-component vector of float)
0:95 'inF1' (in 2-component vector of float)
@ -3534,7 +3534,7 @@ gl_FragCoord origin is upper left
0:? Constant:
0:? 1.000000
0:? 2.000000
0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:178 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:178 Function Parameters:
0:178 'inF0' (in 3-component vector of float)
0:178 'inF1' (in 3-component vector of float)
@ -3939,7 +3939,7 @@ gl_FragCoord origin is upper left
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:260 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:260 Function Parameters:
0:260 'inF0' (in 4-component vector of float)
0:260 'inF1' (in 4-component vector of float)
@ -4359,7 +4359,7 @@ gl_FragCoord origin is upper left
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:401 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:401 Function Parameters:
0:401 'inF0' (in 2X2 matrix of float)
0:401 'inF1' (in 2X2 matrix of float)
@ -4647,7 +4647,7 @@ gl_FragCoord origin is upper left
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:410 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:410 Function Parameters:
0:410 'inF0' (in 3X3 matrix of float)
0:410 'inF1' (in 3X3 matrix of float)
@ -4945,7 +4945,7 @@ gl_FragCoord origin is upper left
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:419 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:419 Function Parameters:
0:419 'inF0' (in 4X4 matrix of float)
0:419 'inF1' (in 4X4 matrix of float)
@ -5257,7 +5257,7 @@ gl_FragCoord origin is upper left
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void)
0:442 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void)
0:442 Function Parameters:
0:442 'inF0' (in float)
0:442 'inF1' (in float)
@ -5320,7 +5320,7 @@ gl_FragCoord origin is upper left
0:443 matrix-multiply (temp 2X2 matrix of float)
0:443 'inFM1' (in 2X2 matrix of float)
0:443 'inFM0' (in 2X2 matrix of float)
0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void)
0:449 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void)
0:449 Function Parameters:
0:449 'inF0' (in float)
0:449 'inF1' (in float)
@ -5383,7 +5383,7 @@ gl_FragCoord origin is upper left
0:450 matrix-multiply (temp 3X3 matrix of float)
0:450 'inFM1' (in 3X3 matrix of float)
0:450 'inFM0' (in 3X3 matrix of float)
0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void)
0:456 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void)
0:456 Function Parameters:
0:456 'inF0' (in float)
0:456 'inF1' (in float)
@ -5446,7 +5446,7 @@ gl_FragCoord origin is upper left
0:457 matrix-multiply (temp 4X4 matrix of float)
0:457 'inFM1' (in 4X4 matrix of float)
0:457 'inFM0' (in 4X4 matrix of float)
0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void)
0:466 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void)
0:466 Function Parameters:
0:466 'inF0' (in float)
0:466 'inF1' (in float)
@ -5560,7 +5560,7 @@ gl_FragCoord origin is upper left
0:483 matrix-multiply (temp 3X4 matrix of float)
0:483 'inFM2x4' (in 2X4 matrix of float)
0:483 'inFM3x2' (in 3X2 matrix of float)
0:489 Function Definition: main( (global structure{temp 4-component vector of float color})
0:489 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:489 Function Parameters:
0:? Sequence
0:491 move second child to first child (temp 4-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.lit.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void)
0:2 Function Parameters:
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)
@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (global void)
0:2 Function Definition: PixelShaderFunction(f1;f1;f1; (temp void)
0:2 Function Parameters:
0:2 'n_dot_l' (layout(location=0 ) in float)
0:2 'n_dot_h' (layout(location=1 ) in float)

View File

@ -2,7 +2,7 @@ hlsl.intrinsics.negative.comp
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -12,7 +12,7 @@ local_size = (1, 1, 1)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (in 1-component vector of float)
0:57 'inF1' (in 1-component vector of float)
@ -22,7 +22,7 @@ local_size = (1, 1, 1)
0:62 Branch: Return with expression
0:62 Constant:
0:62 0.000000
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:66 Function Parameters:
0:66 'inF0' (in 2-component vector of float)
0:66 'inF1' (in 2-component vector of float)
@ -33,7 +33,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' (in 3-component vector of float)
0:113 'inF1' (in 3-component vector of float)
@ -45,7 +45,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -75,7 +75,7 @@ Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
0:? Sequence
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: ComputeShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -85,7 +85,7 @@ local_size = (1, 1, 1)
0:53 Branch: Return with expression
0:53 Constant:
0:53 0.000000
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:57 Function Definition: ComputeShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:57 Function Parameters:
0:57 'inF0' (in 1-component vector of float)
0:57 'inF1' (in 1-component vector of float)
@ -95,7 +95,7 @@ local_size = (1, 1, 1)
0:62 Branch: Return with expression
0:62 Constant:
0:62 0.000000
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:66 Function Definition: ComputeShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:66 Function Parameters:
0:66 'inF0' (in 2-component vector of float)
0:66 'inF1' (in 2-component vector of float)
@ -106,7 +106,7 @@ local_size = (1, 1, 1)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:113 Function Definition: ComputeShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:113 Function Parameters:
0:113 'inF0' (in 3-component vector of float)
0:113 'inF1' (in 3-component vector of float)
@ -118,7 +118,7 @@ local_size = (1, 1, 1)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:158 Function Definition: ComputeShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:158 Function Parameters:
0:158 'inF0' (layout(location=0 ) in 4-component vector of float)
0:158 'inF1' (layout(location=1 ) in 4-component vector of float)

View File

@ -65,7 +65,7 @@ ERROR: 60 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -142,7 +142,7 @@ ERROR: node is still EOpNull!
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (in 1-component vector of float)
0:36 'inF1' (in 1-component vector of float)
@ -154,7 +154,7 @@ ERROR: node is still EOpNull!
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 2-component vector of float)
0:45 'inF1' (in 2-component vector of float)
@ -197,7 +197,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (in 3-component vector of float)
0:63 'inF1' (in 3-component vector of float)
@ -233,7 +233,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -276,7 +276,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' (in 2X2 matrix of float)
0:115 'inF1' (in 2X2 matrix of float)
@ -314,7 +314,7 @@ ERROR: node is still EOpNull!
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' (in 3X3 matrix of float)
0:123 'inF1' (in 3X3 matrix of float)
@ -357,7 +357,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' (in 4X4 matrix of float)
0:131 'inF1' (in 4X4 matrix of float)
@ -421,7 +421,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (global float)
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -498,7 +498,7 @@ ERROR: node is still EOpNull!
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (in 1-component vector of float)
0:36 'inF1' (in 1-component vector of float)
@ -510,7 +510,7 @@ ERROR: node is still EOpNull!
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (in 2-component vector of float)
0:45 'inF1' (in 2-component vector of float)
@ -553,7 +553,7 @@ ERROR: node is still EOpNull!
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (in 3-component vector of float)
0:63 'inF1' (in 3-component vector of float)
@ -589,7 +589,7 @@ ERROR: node is still EOpNull!
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -632,7 +632,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' (in 2X2 matrix of float)
0:115 'inF1' (in 2X2 matrix of float)
@ -670,7 +670,7 @@ ERROR: node is still EOpNull!
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' (in 3X3 matrix of float)
0:123 'inF1' (in 3X3 matrix of float)
@ -713,7 +713,7 @@ ERROR: node is still EOpNull!
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' (in 4X4 matrix of float)
0:131 'inF1' (in 4X4 matrix of float)

View File

@ -1,7 +1,7 @@
hlsl.intrinsics.negative.vert
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
@ -11,7 +11,7 @@ Shader version: 450
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
@ -21,7 +21,7 @@ Shader version: 450
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
@ -32,7 +32,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
@ -44,7 +44,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -60,7 +60,7 @@ Shader version: 450
0:? 3.000000
0:? 4.000000
0:217 Branch: Return
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
@ -72,7 +72,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
@ -89,7 +89,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)
@ -138,7 +138,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (global float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
@ -148,7 +148,7 @@ Shader version: 450
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (global 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
@ -158,7 +158,7 @@ Shader version: 450
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (global 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
@ -169,7 +169,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (global 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
@ -181,7 +181,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (global 4-component vector of float)
0:176 Function Definition: VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 'inF1' (layout(location=1 ) in 4-component vector of float)
@ -197,7 +197,7 @@ Shader version: 450
0:? 3.000000
0:? 4.000000
0:217 Branch: Return
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
@ -209,7 +209,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
@ -226,7 +226,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)

View File

@ -1,7 +1,7 @@
hlsl.intrinsics.vert
Shader version: 450
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -142,7 +142,7 @@ Shader version: 450
0:60 Branch: Return with expression
0:60 Constant:
0:60 0.000000
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:64 Function Parameters:
0:64 'inF0' (in 1-component vector of float)
0:64 'inF1' (in 1-component vector of float)
@ -151,7 +151,7 @@ Shader version: 450
0:66 Branch: Return with expression
0:66 Constant:
0:66 0.000000
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:70 Function Parameters:
0:70 'inF0' (in 2-component vector of float)
0:70 'inF1' (in 2-component vector of float)
@ -317,7 +317,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:140 Function Parameters:
0:140 'inF0' (in 3-component vector of float)
0:140 'inF1' (in 3-component vector of float)
@ -489,7 +489,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:211 Function Parameters:
0:211 'inF0' (in 4-component vector of float)
0:211 'inF1' (in 4-component vector of float)
@ -681,7 +681,7 @@ Shader version: 450
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:336 Function Parameters:
0:336 'inF0' (in 2X2 matrix of float)
0:336 'inF1' (in 2X2 matrix of float)
@ -811,7 +811,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:345 Function Parameters:
0:345 'inF0' (in 3X3 matrix of float)
0:345 'inF1' (in 3X3 matrix of float)
@ -946,7 +946,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:354 Function Parameters:
0:354 'inF0' (in 4X4 matrix of float)
0:354 'inF1' (in 4X4 matrix of float)
@ -1088,7 +1088,7 @@ Shader version: 450
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void)
0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void)
0:377 Function Parameters:
0:377 'inF0' (in float)
0:377 'inF1' (in float)
@ -1151,7 +1151,7 @@ Shader version: 450
0:378 matrix-multiply (temp 2X2 matrix of float)
0:378 'inFM1' (in 2X2 matrix of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void)
0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void)
0:384 Function Parameters:
0:384 'inF0' (in float)
0:384 'inF1' (in float)
@ -1214,7 +1214,7 @@ Shader version: 450
0:385 matrix-multiply (temp 3X3 matrix of float)
0:385 'inFM1' (in 3X3 matrix of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void)
0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void)
0:391 Function Parameters:
0:391 'inF0' (in float)
0:391 'inF1' (in float)
@ -1277,7 +1277,7 @@ Shader version: 450
0:392 matrix-multiply (temp 4X4 matrix of float)
0:392 'inFM1' (in 4X4 matrix of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void)
0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void)
0:401 Function Parameters:
0:401 'inF0' (in float)
0:401 'inF1' (in float)
@ -1399,7 +1399,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (global float)
0:2 Function Definition: VertexShaderFunctionS(f1;f1;f1;u1;u1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (in float)
0:2 'inF1' (in float)
@ -1540,7 +1540,7 @@ Shader version: 450
0:60 Branch: Return with expression
0:60 Constant:
0:60 0.000000
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (global 1-component vector of float)
0:64 Function Definition: VertexShaderFunction1(vf1;vf1;vf1; (temp 1-component vector of float)
0:64 Function Parameters:
0:64 'inF0' (in 1-component vector of float)
0:64 'inF1' (in 1-component vector of float)
@ -1549,7 +1549,7 @@ Shader version: 450
0:66 Branch: Return with expression
0:66 Constant:
0:66 0.000000
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (global 2-component vector of float)
0:70 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vu2;vu2; (temp 2-component vector of float)
0:70 Function Parameters:
0:70 'inF0' (in 2-component vector of float)
0:70 'inF1' (in 2-component vector of float)
@ -1715,7 +1715,7 @@ Shader version: 450
0:? Constant:
0:? 1.000000
0:? 2.000000
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (global 3-component vector of float)
0:140 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; (temp 3-component vector of float)
0:140 Function Parameters:
0:140 'inF0' (in 3-component vector of float)
0:140 'inF1' (in 3-component vector of float)
@ -1887,7 +1887,7 @@ Shader version: 450
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (global 4-component vector of float)
0:211 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; (temp 4-component vector of float)
0:211 Function Parameters:
0:211 'inF0' (in 4-component vector of float)
0:211 'inF1' (in 4-component vector of float)
@ -2079,7 +2079,7 @@ Shader version: 450
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (global 2X2 matrix of float)
0:336 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:336 Function Parameters:
0:336 'inF0' (in 2X2 matrix of float)
0:336 'inF1' (in 2X2 matrix of float)
@ -2209,7 +2209,7 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (global 3X3 matrix of float)
0:345 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:345 Function Parameters:
0:345 'inF0' (in 3X3 matrix of float)
0:345 'inF1' (in 3X3 matrix of float)
@ -2344,7 +2344,7 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (global 4X4 matrix of float)
0:354 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:354 Function Parameters:
0:354 'inF0' (in 4X4 matrix of float)
0:354 'inF1' (in 4X4 matrix of float)
@ -2486,7 +2486,7 @@ Shader version: 450
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (global void)
0:377 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; (temp void)
0:377 Function Parameters:
0:377 'inF0' (in float)
0:377 'inF1' (in float)
@ -2549,7 +2549,7 @@ Shader version: 450
0:378 matrix-multiply (temp 2X2 matrix of float)
0:378 'inFM1' (in 2X2 matrix of float)
0:378 'inFM0' (in 2X2 matrix of float)
0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (global void)
0:384 Function Definition: TestGenMul3(f1;f1;vf3;vf3;mf33;mf33; (temp void)
0:384 Function Parameters:
0:384 'inF0' (in float)
0:384 'inF1' (in float)
@ -2612,7 +2612,7 @@ Shader version: 450
0:385 matrix-multiply (temp 3X3 matrix of float)
0:385 'inFM1' (in 3X3 matrix of float)
0:385 'inFM0' (in 3X3 matrix of float)
0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (global void)
0:391 Function Definition: TestGenMul4(f1;f1;vf4;vf4;mf44;mf44; (temp void)
0:391 Function Parameters:
0:391 'inF0' (in float)
0:391 'inF1' (in float)
@ -2675,7 +2675,7 @@ Shader version: 450
0:392 matrix-multiply (temp 4X4 matrix of float)
0:392 'inFM1' (in 4X4 matrix of float)
0:392 'inFM0' (in 4X4 matrix of float)
0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (global void)
0:401 Function Definition: TestGenMulNxM(f1;f1;vf2;vf3;mf23;mf32;mf33;mf34;mf24; (temp void)
0:401 Function Parameters:
0:401 'inF0' (in float)
0:401 'inF1' (in float)

View File

@ -2,7 +2,7 @@ hlsl.layout.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:16 Function Parameters:
0:16 'input' (in 4-component vector of float)
0:? Sequence
@ -37,7 +37,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:16 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:16 Function Parameters:
0:16 'input' (in 4-component vector of float)
0:? Sequence

View File

@ -2,75 +2,129 @@ hlsl.load.2dms.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch (global 4-component vector of float)
0:32 'g_tTex2dmsf4' (uniform texture2DMS)
0:32 'c2' (uniform 2-component vector of int)
0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:32 '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})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch (global 4-component vector of int)
0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
0:33 'c2' (uniform 2-component vector of int)
0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:33 '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})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch (global 4-component vector of uint)
0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
0:34 'c2' (uniform 2-component vector of int)
0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:34 '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})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset (global 4-component vector of float)
0:37 'g_tTex2dmsf4' (uniform texture2DMS)
0:37 'c2' (uniform 2-component vector of int)
0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:37 '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})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 'o2' (uniform 2-component vector of int)
0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:37 '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})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset (global 4-component vector of int)
0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
0:38 'c2' (uniform 2-component vector of int)
0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:38 '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})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 'o2' (uniform 2-component vector of int)
0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:38 '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})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset (global 4-component vector of uint)
0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
0:39 'c2' (uniform 2-component vector of int)
0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:39 '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})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 'o2' (uniform 2-component vector of int)
0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:39 '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})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch (global 4-component vector of float)
0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:42 'c3' (uniform 3-component vector of int)
0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:42 '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})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch (global 4-component vector of int)
0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:43 'c3' (uniform 3-component vector of int)
0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:43 '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})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch (global 4-component vector of uint)
0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:44 'c3' (uniform 3-component vector of int)
0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:44 '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})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset (global 4-component vector of float)
0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:47 'c3' (uniform 3-component vector of int)
0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:47 '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})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 'o2' (uniform 2-component vector of int)
0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:47 '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})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset (global 4-component vector of int)
0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:48 'c3' (uniform 3-component vector of int)
0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:48 '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})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 'o2' (uniform 2-component vector of int)
0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:48 '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})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset (global 4-component vector of uint)
0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:49 'c3' (uniform 3-component vector of int)
0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:49 '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})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 'o2' (uniform 2-component vector of int)
0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:49 '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})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child (temp 4-component vector of float)
0:51 Color: direct index for structure (temp 4-component vector of float)
0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -111,16 +165,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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:
@ -129,75 +176,129 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:32 textureFetch (global 4-component vector of float)
0:32 'g_tTex2dmsf4' (uniform texture2DMS)
0:32 'c2' (uniform 2-component vector of int)
0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:32 '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})
0:32 Constant:
0:32 1 (const uint)
0:32 Constant:
0:32 3 (const int)
0:33 textureFetch (global 4-component vector of int)
0:33 'g_tTex2dmsi4' (uniform itexture2DMS)
0:33 'c2' (uniform 2-component vector of int)
0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:33 '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})
0:33 Constant:
0:33 1 (const uint)
0:33 Constant:
0:33 3 (const int)
0:34 textureFetch (global 4-component vector of uint)
0:34 'g_tTex2dmsu4' (uniform utexture2DMS)
0:34 'c2' (uniform 2-component vector of int)
0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:34 '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})
0:34 Constant:
0:34 1 (const uint)
0:34 Constant:
0:34 3 (const int)
0:37 textureFetchOffset (global 4-component vector of float)
0:37 'g_tTex2dmsf4' (uniform texture2DMS)
0:37 'c2' (uniform 2-component vector of int)
0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:37 '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})
0:37 Constant:
0:37 1 (const uint)
0:37 Constant:
0:37 3 (const int)
0:37 'o2' (uniform 2-component vector of int)
0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:37 '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})
0:37 Constant:
0:37 5 (const uint)
0:38 textureFetchOffset (global 4-component vector of int)
0:38 'g_tTex2dmsi4' (uniform itexture2DMS)
0:38 'c2' (uniform 2-component vector of int)
0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:38 '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})
0:38 Constant:
0:38 1 (const uint)
0:38 Constant:
0:38 3 (const int)
0:38 'o2' (uniform 2-component vector of int)
0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:38 '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})
0:38 Constant:
0:38 5 (const uint)
0:39 textureFetchOffset (global 4-component vector of uint)
0:39 'g_tTex2dmsu4' (uniform utexture2DMS)
0:39 'c2' (uniform 2-component vector of int)
0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:39 '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})
0:39 Constant:
0:39 1 (const uint)
0:39 Constant:
0:39 3 (const int)
0:39 'o2' (uniform 2-component vector of int)
0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:39 '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})
0:39 Constant:
0:39 5 (const uint)
0:42 textureFetch (global 4-component vector of float)
0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:42 'c3' (uniform 3-component vector of int)
0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:42 '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})
0:42 Constant:
0:42 2 (const uint)
0:42 Constant:
0:42 3 (const int)
0:43 textureFetch (global 4-component vector of int)
0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:43 'c3' (uniform 3-component vector of int)
0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:43 '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})
0:43 Constant:
0:43 2 (const uint)
0:43 Constant:
0:43 3 (const int)
0:44 textureFetch (global 4-component vector of uint)
0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:44 'c3' (uniform 3-component vector of int)
0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:44 '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})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 3 (const int)
0:47 textureFetchOffset (global 4-component vector of float)
0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:47 'c3' (uniform 3-component vector of int)
0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:47 '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})
0:47 Constant:
0:47 2 (const uint)
0:47 Constant:
0:47 3 (const int)
0:47 'o2' (uniform 2-component vector of int)
0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:47 '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})
0:47 Constant:
0:47 5 (const uint)
0:48 textureFetchOffset (global 4-component vector of int)
0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:48 'c3' (uniform 3-component vector of int)
0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:48 '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})
0:48 Constant:
0:48 2 (const uint)
0:48 Constant:
0:48 3 (const int)
0:48 'o2' (uniform 2-component vector of int)
0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:48 '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})
0:48 Constant:
0:48 5 (const uint)
0:49 textureFetchOffset (global 4-component vector of uint)
0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:49 'c3' (uniform 3-component vector of int)
0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:49 '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})
0:49 Constant:
0:49 2 (const uint)
0:49 Constant:
0:49 3 (const int)
0:49 'o2' (uniform 2-component vector of int)
0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int)
0:49 '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})
0:49 Constant:
0:49 5 (const uint)
0:51 move second child to first child (temp 4-component vector of float)
0:51 Color: direct index for structure (temp 4-component vector of float)
0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -238,60 +339,65 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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
// Id's are bound by 110
// Id's are bound by 123
Capability Shader
Capability ImageGatherExtended
Capability ImageMSArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 92 96
EntryPoint Fragment 4 "main" 112 116
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex2dmsf4"
Name 14 "c2"
Name 21 "g_tTex2dmsi4"
Name 29 "g_tTex2dmsu4"
Name 36 "o2"
Name 49 "g_tTex2dmsf4a"
Name 53 "c3"
Name 58 "g_tTex2dmsi4a"
Name 64 "g_tTex2dmsu4a"
Name 80 "PS_OUTPUT"
MemberName 80(PS_OUTPUT) 0 "Color"
MemberName 80(PS_OUTPUT) 1 "Depth"
Name 82 "psout"
Name 92 "Color"
Name 96 "Depth"
Name 102 "g_sSamp"
Name 104 "c1"
Name 106 "c4"
Name 107 "o1"
Name 108 "o3"
Name 109 "o4"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 27 "g_tTex2dmsi4"
Name 35 "g_tTex2dmsu4"
Name 62 "g_tTex2dmsf4a"
Name 71 "g_tTex2dmsi4a"
Name 78 "g_tTex2dmsu4a"
Name 101 "PS_OUTPUT"
MemberName 101(PS_OUTPUT) 0 "Color"
MemberName 101(PS_OUTPUT) 1 "Depth"
Name 103 "psout"
Name 112 "Color"
Name 116 "Depth"
Name 122 "g_sSamp"
Decorate 9(g_tTex2dmsf4) DescriptorSet 0
Decorate 21(g_tTex2dmsi4) DescriptorSet 0
Decorate 29(g_tTex2dmsu4) DescriptorSet 0
Decorate 49(g_tTex2dmsf4a) DescriptorSet 0
Decorate 58(g_tTex2dmsi4a) DescriptorSet 0
Decorate 64(g_tTex2dmsu4a) DescriptorSet 0
Decorate 92(Color) Location 0
Decorate 96(Depth) BuiltIn FragDepth
Decorate 102(g_sSamp) DescriptorSet 0
Decorate 102(g_sSamp) Binding 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 27(g_tTex2dmsi4) DescriptorSet 0
Decorate 35(g_tTex2dmsu4) DescriptorSet 0
Decorate 62(g_tTex2dmsf4a) DescriptorSet 0
Decorate 71(g_tTex2dmsi4a) DescriptorSet 0
Decorate 78(g_tTex2dmsu4a) DescriptorSet 0
Decorate 112(Color) Location 0
Decorate 116(Depth) BuiltIn FragDepth
Decorate 122(g_sSamp) DescriptorSet 0
Decorate 122(g_sSamp) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -300,108 +406,121 @@ gl_FragCoord origin is upper left
9(g_tTex2dmsf4): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 2
13: TypePointer UniformConstant 12(ivec2)
14(c2): 13(ptr) Variable UniformConstant
16: 11(int) Constant 3
17: TypeVector 6(float) 4
19: TypeImage 11(int) 2D multi-sampled sampled format:Unknown
20: TypePointer UniformConstant 19
21(g_tTex2dmsi4): 20(ptr) Variable UniformConstant
24: TypeVector 11(int) 4
26: TypeInt 32 0
27: TypeImage 26(int) 2D multi-sampled sampled format:Unknown
28: TypePointer UniformConstant 27
29(g_tTex2dmsu4): 28(ptr) Variable UniformConstant
32: TypeVector 26(int) 4
36(o2): 13(ptr) Variable UniformConstant
47: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown
48: TypePointer UniformConstant 47
49(g_tTex2dmsf4a): 48(ptr) Variable UniformConstant
51: TypeVector 11(int) 3
52: TypePointer UniformConstant 51(ivec3)
53(c3): 52(ptr) Variable UniformConstant
56: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown
57: TypePointer UniformConstant 56
58(g_tTex2dmsi4a): 57(ptr) Variable UniformConstant
62: TypeImage 26(int) 2D array multi-sampled sampled format:Unknown
63: TypePointer UniformConstant 62
64(g_tTex2dmsu4a): 63(ptr) Variable UniformConstant
80(PS_OUTPUT): TypeStruct 17(fvec4) 6(float)
81: TypePointer Function 80(PS_OUTPUT)
83: 11(int) Constant 0
84: 6(float) Constant 1065353216
85: 17(fvec4) ConstantComposite 84 84 84 84
86: TypePointer Function 17(fvec4)
88: 11(int) Constant 1
89: TypePointer Function 6(float)
91: TypePointer Output 17(fvec4)
92(Color): 91(ptr) Variable Output
95: TypePointer Output 6(float)
96(Depth): 95(ptr) Variable Output
100: TypeSampler
101: TypePointer UniformConstant 100
102(g_sSamp): 101(ptr) Variable UniformConstant
103: TypePointer UniformConstant 11(int)
104(c1): 103(ptr) Variable UniformConstant
105: TypePointer UniformConstant 24(ivec4)
106(c4): 105(ptr) Variable UniformConstant
107(o1): 103(ptr) Variable UniformConstant
108(o3): 52(ptr) Variable UniformConstant
109(o4): 105(ptr) Variable UniformConstant
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 1
19: TypePointer Uniform 12(ivec2)
22: 11(int) Constant 3
23: TypeVector 6(float) 4
25: TypeImage 11(int) 2D multi-sampled sampled format:Unknown
26: TypePointer UniformConstant 25
27(g_tTex2dmsi4): 26(ptr) Variable UniformConstant
32: TypeInt 32 0
33: TypeImage 32(int) 2D multi-sampled sampled format:Unknown
34: TypePointer UniformConstant 33
35(g_tTex2dmsu4): 34(ptr) Variable UniformConstant
39: TypeVector 32(int) 4
44: 11(int) Constant 5
60: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown
61: TypePointer UniformConstant 60
62(g_tTex2dmsf4a): 61(ptr) Variable UniformConstant
64: 11(int) Constant 2
65: TypePointer Uniform 13(ivec3)
69: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown
70: TypePointer UniformConstant 69
71(g_tTex2dmsi4a): 70(ptr) Variable UniformConstant
76: TypeImage 32(int) 2D array multi-sampled sampled format:Unknown
77: TypePointer UniformConstant 76
78(g_tTex2dmsu4a): 77(ptr) Variable UniformConstant
101(PS_OUTPUT): TypeStruct 23(fvec4) 6(float)
102: TypePointer Function 101(PS_OUTPUT)
104: 11(int) Constant 0
105: 6(float) Constant 1065353216
106: 23(fvec4) ConstantComposite 105 105 105 105
107: TypePointer Function 23(fvec4)
109: TypePointer Function 6(float)
111: TypePointer Output 23(fvec4)
112(Color): 111(ptr) Variable Output
115: TypePointer Output 6(float)
116(Depth): 115(ptr) Variable Output
120: TypeSampler
121: TypePointer UniformConstant 120
122(g_sSamp): 121(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
82(psout): 81(ptr) Variable Function
103(psout): 102(ptr) Variable Function
10: 7 Load 9(g_tTex2dmsf4)
15: 12(ivec2) Load 14(c2)
18: 17(fvec4) ImageFetch 10 15 Sample 16
22: 19 Load 21(g_tTex2dmsi4)
23: 12(ivec2) Load 14(c2)
25: 24(ivec4) ImageFetch 22 23 Sample 16
30: 27 Load 29(g_tTex2dmsu4)
31: 12(ivec2) Load 14(c2)
33: 32(ivec4) ImageFetch 30 31 Sample 16
34: 7 Load 9(g_tTex2dmsf4)
35: 12(ivec2) Load 14(c2)
37: 12(ivec2) Load 36(o2)
38: 17(fvec4) ImageFetch 34 35 Offset Sample 37 16
39: 19 Load 21(g_tTex2dmsi4)
40: 12(ivec2) Load 14(c2)
41: 12(ivec2) Load 36(o2)
42: 24(ivec4) ImageFetch 39 40 Offset Sample 41 16
43: 27 Load 29(g_tTex2dmsu4)
44: 12(ivec2) Load 14(c2)
45: 12(ivec2) Load 36(o2)
46: 32(ivec4) ImageFetch 43 44 Offset Sample 45 16
50: 47 Load 49(g_tTex2dmsf4a)
54: 51(ivec3) Load 53(c3)
55: 17(fvec4) ImageFetch 50 54 Sample 16
59: 56 Load 58(g_tTex2dmsi4a)
60: 51(ivec3) Load 53(c3)
61: 24(ivec4) ImageFetch 59 60 Sample 16
65: 62 Load 64(g_tTex2dmsu4a)
66: 51(ivec3) Load 53(c3)
67: 32(ivec4) ImageFetch 65 66 Sample 16
68: 47 Load 49(g_tTex2dmsf4a)
69: 51(ivec3) Load 53(c3)
70: 12(ivec2) Load 36(o2)
71: 17(fvec4) ImageFetch 68 69 Offset Sample 70 16
72: 56 Load 58(g_tTex2dmsi4a)
73: 51(ivec3) Load 53(c3)
74: 12(ivec2) Load 36(o2)
75: 24(ivec4) ImageFetch 72 73 Offset Sample 74 16
76: 62 Load 64(g_tTex2dmsu4a)
77: 51(ivec3) Load 53(c3)
78: 12(ivec2) Load 36(o2)
79: 32(ivec4) ImageFetch 76 77 Offset Sample 78 16
87: 86(ptr) AccessChain 82(psout) 83
Store 87 85
90: 89(ptr) AccessChain 82(psout) 88
Store 90 84
93: 86(ptr) AccessChain 82(psout) 83
94: 17(fvec4) Load 93
Store 92(Color) 94
97: 89(ptr) AccessChain 82(psout) 88
98: 6(float) Load 97
Store 96(Depth) 98
20: 19(ptr) AccessChain 17 18
21: 12(ivec2) Load 20
24: 23(fvec4) ImageFetch 10 21 Sample 22
28: 25 Load 27(g_tTex2dmsi4)
29: 19(ptr) AccessChain 17 18
30: 12(ivec2) Load 29
31: 14(ivec4) ImageFetch 28 30 Sample 22
36: 33 Load 35(g_tTex2dmsu4)
37: 19(ptr) AccessChain 17 18
38: 12(ivec2) Load 37
40: 39(ivec4) ImageFetch 36 38 Sample 22
41: 7 Load 9(g_tTex2dmsf4)
42: 19(ptr) AccessChain 17 18
43: 12(ivec2) Load 42
45: 19(ptr) AccessChain 17 44
46: 12(ivec2) Load 45
47: 23(fvec4) ImageFetch 41 43 Offset Sample 46 22
48: 25 Load 27(g_tTex2dmsi4)
49: 19(ptr) AccessChain 17 18
50: 12(ivec2) Load 49
51: 19(ptr) AccessChain 17 44
52: 12(ivec2) Load 51
53: 14(ivec4) ImageFetch 48 50 Offset Sample 52 22
54: 33 Load 35(g_tTex2dmsu4)
55: 19(ptr) AccessChain 17 18
56: 12(ivec2) Load 55
57: 19(ptr) AccessChain 17 44
58: 12(ivec2) Load 57
59: 39(ivec4) ImageFetch 54 56 Offset Sample 58 22
63: 60 Load 62(g_tTex2dmsf4a)
66: 65(ptr) AccessChain 17 64
67: 13(ivec3) Load 66
68: 23(fvec4) ImageFetch 63 67 Sample 22
72: 69 Load 71(g_tTex2dmsi4a)
73: 65(ptr) AccessChain 17 64
74: 13(ivec3) Load 73
75: 14(ivec4) ImageFetch 72 74 Sample 22
79: 76 Load 78(g_tTex2dmsu4a)
80: 65(ptr) AccessChain 17 64
81: 13(ivec3) Load 80
82: 39(ivec4) ImageFetch 79 81 Sample 22
83: 60 Load 62(g_tTex2dmsf4a)
84: 65(ptr) AccessChain 17 64
85: 13(ivec3) Load 84
86: 19(ptr) AccessChain 17 44
87: 12(ivec2) Load 86
88: 23(fvec4) ImageFetch 83 85 Offset Sample 87 22
89: 69 Load 71(g_tTex2dmsi4a)
90: 65(ptr) AccessChain 17 64
91: 13(ivec3) Load 90
92: 19(ptr) AccessChain 17 44
93: 12(ivec2) Load 92
94: 14(ivec4) ImageFetch 89 91 Offset Sample 93 22
95: 76 Load 78(g_tTex2dmsu4a)
96: 65(ptr) AccessChain 17 64
97: 13(ivec3) Load 96
98: 19(ptr) AccessChain 17 44
99: 12(ivec2) Load 98
100: 39(ivec4) ImageFetch 95 97 Offset Sample 99 22
108: 107(ptr) AccessChain 103(psout) 104
Store 108 106
110: 109(ptr) AccessChain 103(psout) 18
Store 110 105
113: 107(ptr) AccessChain 103(psout) 104
114: 23(fvec4) Load 113
Store 112(Color) 114
117: 109(ptr) AccessChain 103(psout) 18
118: 6(float) Load 117
Store 116(Depth) 118
Return
FunctionEnd

View File

@ -2,52 +2,73 @@ hlsl.load.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
@ -56,13 +77,19 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
@ -71,13 +98,19 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
@ -86,7 +119,10 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
@ -144,16 +180,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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:
@ -162,52 +191,73 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
@ -216,13 +266,19 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
@ -231,13 +287,19 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
@ -246,7 +308,10 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
@ -304,91 +369,96 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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
// Id's are bound by 150
// Id's are bound by 152
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 87 91
EntryPoint Fragment 4 "main" 96 100
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4a"
Name 14 "c3"
Name 27 "g_tTex1di4a"
Name 37 "g_tTex1du4a"
Name 47 "g_tTex2df4a"
Name 50 "c4"
Name 59 "g_tTex2di4a"
Name 68 "g_tTex2du4a"
Name 75 "PS_OUTPUT"
MemberName 75(PS_OUTPUT) 0 "Color"
MemberName 75(PS_OUTPUT) 1 "Depth"
Name 77 "psout"
Name 87 "Color"
Name 91 "Depth"
Name 97 "g_sSamp"
Name 100 "g_tTex1df4"
Name 103 "g_tTex1di4"
Name 106 "g_tTex1du4"
Name 109 "g_tTex2df4"
Name 112 "g_tTex2di4"
Name 115 "g_tTex2du4"
Name 118 "g_tTex3df4"
Name 121 "g_tTex3di4"
Name 124 "g_tTex3du4"
Name 127 "g_tTexcdf4"
Name 130 "g_tTexcdi4"
Name 133 "g_tTexcdu4"
Name 136 "g_tTexcdf4a"
Name 139 "g_tTexcdi4a"
Name 142 "g_tTexcdu4a"
Name 143 "c1"
Name 145 "c2"
Name 146 "o1"
Name 147 "o2"
Name 148 "o3"
Name 149 "o4"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 32 "g_tTex1di4a"
Name 42 "g_tTex1du4a"
Name 53 "g_tTex2df4a"
Name 66 "g_tTex2di4a"
Name 76 "g_tTex2du4a"
Name 84 "PS_OUTPUT"
MemberName 84(PS_OUTPUT) 0 "Color"
MemberName 84(PS_OUTPUT) 1 "Depth"
Name 86 "psout"
Name 96 "Color"
Name 100 "Depth"
Name 106 "g_sSamp"
Name 109 "g_tTex1df4"
Name 112 "g_tTex1di4"
Name 115 "g_tTex1du4"
Name 118 "g_tTex2df4"
Name 121 "g_tTex2di4"
Name 124 "g_tTex2du4"
Name 127 "g_tTex3df4"
Name 130 "g_tTex3di4"
Name 133 "g_tTex3du4"
Name 136 "g_tTexcdf4"
Name 139 "g_tTexcdi4"
Name 142 "g_tTexcdu4"
Name 145 "g_tTexcdf4a"
Name 148 "g_tTexcdi4a"
Name 151 "g_tTexcdu4a"
Decorate 9(g_tTex1df4a) DescriptorSet 0
Decorate 27(g_tTex1di4a) DescriptorSet 0
Decorate 37(g_tTex1du4a) DescriptorSet 0
Decorate 47(g_tTex2df4a) DescriptorSet 0
Decorate 59(g_tTex2di4a) DescriptorSet 0
Decorate 68(g_tTex2du4a) DescriptorSet 0
Decorate 87(Color) Location 0
Decorate 91(Depth) BuiltIn FragDepth
Decorate 97(g_sSamp) DescriptorSet 0
Decorate 97(g_sSamp) Binding 0
Decorate 100(g_tTex1df4) DescriptorSet 0
Decorate 100(g_tTex1df4) Binding 0
Decorate 103(g_tTex1di4) DescriptorSet 0
Decorate 106(g_tTex1du4) DescriptorSet 0
Decorate 109(g_tTex2df4) DescriptorSet 0
Decorate 112(g_tTex2di4) DescriptorSet 0
Decorate 115(g_tTex2du4) DescriptorSet 0
Decorate 118(g_tTex3df4) DescriptorSet 0
Decorate 121(g_tTex3di4) DescriptorSet 0
Decorate 124(g_tTex3du4) DescriptorSet 0
Decorate 127(g_tTexcdf4) DescriptorSet 0
Decorate 130(g_tTexcdi4) DescriptorSet 0
Decorate 133(g_tTexcdu4) DescriptorSet 0
Decorate 136(g_tTexcdf4a) DescriptorSet 0
Decorate 139(g_tTexcdi4a) DescriptorSet 0
Decorate 142(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 32(g_tTex1di4a) DescriptorSet 0
Decorate 42(g_tTex1du4a) DescriptorSet 0
Decorate 53(g_tTex2df4a) DescriptorSet 0
Decorate 66(g_tTex2di4a) DescriptorSet 0
Decorate 76(g_tTex2du4a) DescriptorSet 0
Decorate 96(Color) Location 0
Decorate 100(Depth) BuiltIn FragDepth
Decorate 106(g_sSamp) DescriptorSet 0
Decorate 106(g_sSamp) Binding 0
Decorate 109(g_tTex1df4) DescriptorSet 0
Decorate 109(g_tTex1df4) Binding 0
Decorate 112(g_tTex1di4) DescriptorSet 0
Decorate 115(g_tTex1du4) DescriptorSet 0
Decorate 118(g_tTex2df4) DescriptorSet 0
Decorate 121(g_tTex2di4) DescriptorSet 0
Decorate 124(g_tTex2du4) DescriptorSet 0
Decorate 127(g_tTex3df4) DescriptorSet 0
Decorate 130(g_tTex3di4) DescriptorSet 0
Decorate 133(g_tTex3du4) DescriptorSet 0
Decorate 136(g_tTexcdf4) DescriptorSet 0
Decorate 139(g_tTexcdi4) DescriptorSet 0
Decorate 142(g_tTexcdu4) DescriptorSet 0
Decorate 145(g_tTexcdf4a) DescriptorSet 0
Decorate 148(g_tTexcdi4a) DescriptorSet 0
Decorate 151(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -396,149 +466,151 @@ gl_FragCoord origin is upper left
8: TypePointer UniformConstant 7
9(g_tTex1df4a): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 3
13: TypePointer UniformConstant 12(ivec3)
14(c3): 13(ptr) Variable UniformConstant
15: TypeVector 11(int) 2
18: TypeInt 32 0
19: 18(int) Constant 2
20: TypePointer UniformConstant 11(int)
23: TypeVector 6(float) 4
25: TypeImage 11(int) 1D array sampled format:Unknown
26: TypePointer UniformConstant 25
27(g_tTex1di4a): 26(ptr) Variable UniformConstant
33: TypeVector 11(int) 4
35: TypeImage 18(int) 1D array sampled format:Unknown
36: TypePointer UniformConstant 35
37(g_tTex1du4a): 36(ptr) Variable UniformConstant
43: TypeVector 18(int) 4
45: TypeImage 6(float) 2D array sampled format:Unknown
46: TypePointer UniformConstant 45
47(g_tTex2df4a): 46(ptr) Variable UniformConstant
49: TypePointer UniformConstant 33(ivec4)
50(c4): 49(ptr) Variable UniformConstant
53: 18(int) Constant 3
57: TypeImage 11(int) 2D array sampled format:Unknown
58: TypePointer UniformConstant 57
59(g_tTex2di4a): 58(ptr) Variable UniformConstant
66: TypeImage 18(int) 2D array sampled format:Unknown
67: TypePointer UniformConstant 66
68(g_tTex2du4a): 67(ptr) Variable UniformConstant
75(PS_OUTPUT): TypeStruct 23(fvec4) 6(float)
76: TypePointer Function 75(PS_OUTPUT)
78: 11(int) Constant 0
79: 6(float) Constant 1065353216
80: 23(fvec4) ConstantComposite 79 79 79 79
81: TypePointer Function 23(fvec4)
83: 11(int) Constant 1
84: TypePointer Function 6(float)
86: TypePointer Output 23(fvec4)
87(Color): 86(ptr) Variable Output
90: TypePointer Output 6(float)
91(Depth): 90(ptr) Variable Output
95: TypeSampler
96: TypePointer UniformConstant 95
97(g_sSamp): 96(ptr) Variable UniformConstant
98: TypeImage 6(float) 1D sampled format:Unknown
99: TypePointer UniformConstant 98
100(g_tTex1df4): 99(ptr) Variable UniformConstant
101: TypeImage 11(int) 1D sampled format:Unknown
102: TypePointer UniformConstant 101
103(g_tTex1di4): 102(ptr) Variable UniformConstant
104: TypeImage 18(int) 1D sampled format:Unknown
12: TypeVector 11(int) 2
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 2
19: TypePointer Uniform 13(ivec3)
23: TypeInt 32 0
24: 23(int) Constant 2
25: TypePointer Uniform 11(int)
28: TypeVector 6(float) 4
30: TypeImage 11(int) 1D array sampled format:Unknown
31: TypePointer UniformConstant 30
32(g_tTex1di4a): 31(ptr) Variable UniformConstant
40: TypeImage 23(int) 1D array sampled format:Unknown
41: TypePointer UniformConstant 40
42(g_tTex1du4a): 41(ptr) Variable UniformConstant
49: TypeVector 23(int) 4
51: TypeImage 6(float) 2D array sampled format:Unknown
52: TypePointer UniformConstant 51
53(g_tTex2df4a): 52(ptr) Variable UniformConstant
55: 11(int) Constant 3
56: TypePointer Uniform 14(ivec4)
60: 23(int) Constant 3
64: TypeImage 11(int) 2D array sampled format:Unknown
65: TypePointer UniformConstant 64
66(g_tTex2di4a): 65(ptr) Variable UniformConstant
74: TypeImage 23(int) 2D array sampled format:Unknown
75: TypePointer UniformConstant 74
76(g_tTex2du4a): 75(ptr) Variable UniformConstant
84(PS_OUTPUT): TypeStruct 28(fvec4) 6(float)
85: TypePointer Function 84(PS_OUTPUT)
87: 11(int) Constant 0
88: 6(float) Constant 1065353216
89: 28(fvec4) ConstantComposite 88 88 88 88
90: TypePointer Function 28(fvec4)
92: 11(int) Constant 1
93: TypePointer Function 6(float)
95: TypePointer Output 28(fvec4)
96(Color): 95(ptr) Variable Output
99: TypePointer Output 6(float)
100(Depth): 99(ptr) Variable Output
104: TypeSampler
105: TypePointer UniformConstant 104
106(g_tTex1du4): 105(ptr) Variable UniformConstant
107: TypeImage 6(float) 2D sampled format:Unknown
106(g_sSamp): 105(ptr) Variable UniformConstant
107: TypeImage 6(float) 1D sampled format:Unknown
108: TypePointer UniformConstant 107
109(g_tTex2df4): 108(ptr) Variable UniformConstant
110: TypeImage 11(int) 2D sampled format:Unknown
109(g_tTex1df4): 108(ptr) Variable UniformConstant
110: TypeImage 11(int) 1D sampled format:Unknown
111: TypePointer UniformConstant 110
112(g_tTex2di4): 111(ptr) Variable UniformConstant
113: TypeImage 18(int) 2D sampled format:Unknown
112(g_tTex1di4): 111(ptr) Variable UniformConstant
113: TypeImage 23(int) 1D sampled format:Unknown
114: TypePointer UniformConstant 113
115(g_tTex2du4): 114(ptr) Variable UniformConstant
116: TypeImage 6(float) 3D sampled format:Unknown
115(g_tTex1du4): 114(ptr) Variable UniformConstant
116: TypeImage 6(float) 2D sampled format:Unknown
117: TypePointer UniformConstant 116
118(g_tTex3df4): 117(ptr) Variable UniformConstant
119: TypeImage 11(int) 3D sampled format:Unknown
118(g_tTex2df4): 117(ptr) Variable UniformConstant
119: TypeImage 11(int) 2D sampled format:Unknown
120: TypePointer UniformConstant 119
121(g_tTex3di4): 120(ptr) Variable UniformConstant
122: TypeImage 18(int) 3D sampled format:Unknown
121(g_tTex2di4): 120(ptr) Variable UniformConstant
122: TypeImage 23(int) 2D sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTex3du4): 123(ptr) Variable UniformConstant
125: TypeImage 6(float) Cube sampled format:Unknown
124(g_tTex2du4): 123(ptr) Variable UniformConstant
125: TypeImage 6(float) 3D sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTexcdf4): 126(ptr) Variable UniformConstant
128: TypeImage 11(int) Cube sampled format:Unknown
127(g_tTex3df4): 126(ptr) Variable UniformConstant
128: TypeImage 11(int) 3D sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTexcdi4): 129(ptr) Variable UniformConstant
131: TypeImage 18(int) Cube sampled format:Unknown
130(g_tTex3di4): 129(ptr) Variable UniformConstant
131: TypeImage 23(int) 3D sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTexcdu4): 132(ptr) Variable UniformConstant
134: TypeImage 6(float) Cube array sampled format:Unknown
133(g_tTex3du4): 132(ptr) Variable UniformConstant
134: TypeImage 6(float) Cube sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTexcdf4a): 135(ptr) Variable UniformConstant
137: TypeImage 11(int) Cube array sampled format:Unknown
136(g_tTexcdf4): 135(ptr) Variable UniformConstant
137: TypeImage 11(int) Cube sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTexcdi4a): 138(ptr) Variable UniformConstant
140: TypeImage 18(int) Cube array sampled format:Unknown
139(g_tTexcdi4): 138(ptr) Variable UniformConstant
140: TypeImage 23(int) Cube sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTexcdu4a): 141(ptr) Variable UniformConstant
143(c1): 20(ptr) Variable UniformConstant
144: TypePointer UniformConstant 15(ivec2)
145(c2): 144(ptr) Variable UniformConstant
146(o1): 20(ptr) Variable UniformConstant
147(o2): 144(ptr) Variable UniformConstant
148(o3): 13(ptr) Variable UniformConstant
149(o4): 49(ptr) Variable UniformConstant
142(g_tTexcdu4): 141(ptr) Variable UniformConstant
143: TypeImage 6(float) Cube array sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTexcdf4a): 144(ptr) Variable UniformConstant
146: TypeImage 11(int) Cube array sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTexcdi4a): 147(ptr) Variable UniformConstant
149: TypeImage 23(int) Cube array sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTexcdu4a): 150(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
77(psout): 76(ptr) Variable Function
86(psout): 85(ptr) Variable Function
10: 7 Load 9(g_tTex1df4a)
16: 12(ivec3) Load 14(c3)
17: 15(ivec2) VectorShuffle 16 16 0 1
21: 20(ptr) AccessChain 14(c3) 19
22: 11(int) Load 21
24: 23(fvec4) ImageFetch 10 17 Lod 22
28: 25 Load 27(g_tTex1di4a)
29: 12(ivec3) Load 14(c3)
30: 15(ivec2) VectorShuffle 29 29 0 1
31: 20(ptr) AccessChain 14(c3) 19
32: 11(int) Load 31
34: 33(ivec4) ImageFetch 28 30 Lod 32
38: 35 Load 37(g_tTex1du4a)
39: 12(ivec3) Load 14(c3)
40: 15(ivec2) VectorShuffle 39 39 0 1
41: 20(ptr) AccessChain 14(c3) 19
42: 11(int) Load 41
44: 43(ivec4) ImageFetch 38 40 Lod 42
48: 45 Load 47(g_tTex2df4a)
51: 33(ivec4) Load 50(c4)
52: 12(ivec3) VectorShuffle 51 51 0 1 2
54: 20(ptr) AccessChain 50(c4) 53
55: 11(int) Load 54
56: 23(fvec4) ImageFetch 48 52 Lod 55
60: 57 Load 59(g_tTex2di4a)
61: 33(ivec4) Load 50(c4)
62: 12(ivec3) VectorShuffle 61 61 0 1 2
63: 20(ptr) AccessChain 50(c4) 53
64: 11(int) Load 63
65: 33(ivec4) ImageFetch 60 62 Lod 64
69: 66 Load 68(g_tTex2du4a)
70: 33(ivec4) Load 50(c4)
71: 12(ivec3) VectorShuffle 70 70 0 1 2
72: 20(ptr) AccessChain 50(c4) 53
73: 11(int) Load 72
74: 43(ivec4) ImageFetch 69 71 Lod 73
82: 81(ptr) AccessChain 77(psout) 78
Store 82 80
85: 84(ptr) AccessChain 77(psout) 83
Store 85 79
88: 81(ptr) AccessChain 77(psout) 78
89: 23(fvec4) Load 88
Store 87(Color) 89
92: 84(ptr) AccessChain 77(psout) 83
93: 6(float) Load 92
Store 91(Depth) 93
20: 19(ptr) AccessChain 17 18
21: 13(ivec3) Load 20
22: 12(ivec2) VectorShuffle 21 21 0 1
26: 25(ptr) AccessChain 17 18 24
27: 11(int) Load 26
29: 28(fvec4) ImageFetch 10 22 Lod 27
33: 30 Load 32(g_tTex1di4a)
34: 19(ptr) AccessChain 17 18
35: 13(ivec3) Load 34
36: 12(ivec2) VectorShuffle 35 35 0 1
37: 25(ptr) AccessChain 17 18 24
38: 11(int) Load 37
39: 14(ivec4) ImageFetch 33 36 Lod 38
43: 40 Load 42(g_tTex1du4a)
44: 19(ptr) AccessChain 17 18
45: 13(ivec3) Load 44
46: 12(ivec2) VectorShuffle 45 45 0 1
47: 25(ptr) AccessChain 17 18 24
48: 11(int) Load 47
50: 49(ivec4) ImageFetch 43 46 Lod 48
54: 51 Load 53(g_tTex2df4a)
57: 56(ptr) AccessChain 17 55
58: 14(ivec4) Load 57
59: 13(ivec3) VectorShuffle 58 58 0 1 2
61: 25(ptr) AccessChain 17 55 60
62: 11(int) Load 61
63: 28(fvec4) ImageFetch 54 59 Lod 62
67: 64 Load 66(g_tTex2di4a)
68: 56(ptr) AccessChain 17 55
69: 14(ivec4) Load 68
70: 13(ivec3) VectorShuffle 69 69 0 1 2
71: 25(ptr) AccessChain 17 55 60
72: 11(int) Load 71
73: 14(ivec4) ImageFetch 67 70 Lod 72
77: 74 Load 76(g_tTex2du4a)
78: 56(ptr) AccessChain 17 55
79: 14(ivec4) Load 78
80: 13(ivec3) VectorShuffle 79 79 0 1 2
81: 25(ptr) AccessChain 17 55 60
82: 11(int) Load 81
83: 49(ivec4) ImageFetch 77 80 Lod 82
91: 90(ptr) AccessChain 86(psout) 87
Store 91 89
94: 93(ptr) AccessChain 86(psout) 92
Store 94 88
97: 90(ptr) AccessChain 86(psout) 87
98: 28(fvec4) Load 97
Store 96(Color) 98
101: 93(ptr) AccessChain 86(psout) 92
102: 6(float) Load 101
Store 100(Depth) 102
Return
FunctionEnd

View File

@ -2,85 +2,124 @@ hlsl.load.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 'c2' (uniform 2-component vector of int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index (temp int)
0:54 'c2' (uniform 2-component vector of int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 'c3' (uniform 3-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index (temp int)
0:59 'c3' (uniform 3-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
@ -89,13 +128,19 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
@ -104,13 +149,19 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 'c4' (uniform 4-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
@ -119,7 +170,10 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index (temp int)
0:64 'c4' (uniform 4-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
@ -177,16 +231,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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:
@ -195,85 +242,124 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch (global 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (global 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 'c2' (uniform 2-component vector of int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:54 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index (temp int)
0:54 'c2' (uniform 2-component vector of int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:54 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (global 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (global 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 'c3' (uniform 3-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index (temp int)
0:59 'c3' (uniform 3-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:59 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (global 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
@ -282,13 +368,19 @@ gl_FragCoord origin is upper left
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
@ -297,13 +389,19 @@ gl_FragCoord origin is upper left
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (global 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 'c4' (uniform 4-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
@ -312,7 +410,10 @@ gl_FragCoord origin is upper left
0:64 Constant:
0:64 2 (const int)
0:64 direct index (temp int)
0:64 'c4' (uniform 4-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
@ -370,91 +471,96 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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
// Id's are bound by 170
// Id's are bound by 172
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 118 122
EntryPoint Fragment 4 "main" 125 129
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4"
Name 14 "c2"
Name 27 "g_tTex1di4"
Name 37 "g_tTex1du4"
Name 47 "g_tTex2df4"
Name 51 "c3"
Name 60 "g_tTex2di4"
Name 69 "g_tTex2du4"
Name 78 "g_tTex3df4"
Name 81 "c4"
Name 90 "g_tTex3di4"
Name 99 "g_tTex3du4"
Name 106 "PS_OUTPUT"
MemberName 106(PS_OUTPUT) 0 "Color"
MemberName 106(PS_OUTPUT) 1 "Depth"
Name 108 "psout"
Name 118 "Color"
Name 122 "Depth"
Name 128 "g_sSamp"
Name 131 "g_tTexcdf4"
Name 134 "g_tTexcdi4"
Name 137 "g_tTexcdu4"
Name 140 "g_tTex1df4a"
Name 143 "g_tTex1di4a"
Name 146 "g_tTex1du4a"
Name 149 "g_tTex2df4a"
Name 152 "g_tTex2di4a"
Name 155 "g_tTex2du4a"
Name 158 "g_tTexcdf4a"
Name 161 "g_tTexcdi4a"
Name 164 "g_tTexcdu4a"
Name 165 "c1"
Name 166 "o1"
Name 167 "o2"
Name 168 "o3"
Name 169 "o4"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 31 "g_tTex1di4"
Name 40 "g_tTex1du4"
Name 50 "g_tTex2df4"
Name 63 "g_tTex2di4"
Name 73 "g_tTex2du4"
Name 83 "g_tTex3df4"
Name 96 "g_tTex3di4"
Name 106 "g_tTex3du4"
Name 114 "PS_OUTPUT"
MemberName 114(PS_OUTPUT) 0 "Color"
MemberName 114(PS_OUTPUT) 1 "Depth"
Name 116 "psout"
Name 125 "Color"
Name 129 "Depth"
Name 135 "g_sSamp"
Name 138 "g_tTexcdf4"
Name 141 "g_tTexcdi4"
Name 144 "g_tTexcdu4"
Name 147 "g_tTex1df4a"
Name 150 "g_tTex1di4a"
Name 153 "g_tTex1du4a"
Name 156 "g_tTex2df4a"
Name 159 "g_tTex2di4a"
Name 162 "g_tTex2du4a"
Name 165 "g_tTexcdf4a"
Name 168 "g_tTexcdi4a"
Name 171 "g_tTexcdu4a"
Decorate 9(g_tTex1df4) DescriptorSet 0
Decorate 9(g_tTex1df4) Binding 0
Decorate 27(g_tTex1di4) DescriptorSet 0
Decorate 37(g_tTex1du4) DescriptorSet 0
Decorate 47(g_tTex2df4) DescriptorSet 0
Decorate 60(g_tTex2di4) DescriptorSet 0
Decorate 69(g_tTex2du4) DescriptorSet 0
Decorate 78(g_tTex3df4) DescriptorSet 0
Decorate 90(g_tTex3di4) DescriptorSet 0
Decorate 99(g_tTex3du4) DescriptorSet 0
Decorate 118(Color) Location 0
Decorate 122(Depth) BuiltIn FragDepth
Decorate 128(g_sSamp) DescriptorSet 0
Decorate 128(g_sSamp) Binding 0
Decorate 131(g_tTexcdf4) DescriptorSet 0
Decorate 134(g_tTexcdi4) DescriptorSet 0
Decorate 137(g_tTexcdu4) DescriptorSet 0
Decorate 140(g_tTex1df4a) DescriptorSet 0
Decorate 143(g_tTex1di4a) DescriptorSet 0
Decorate 146(g_tTex1du4a) DescriptorSet 0
Decorate 149(g_tTex2df4a) DescriptorSet 0
Decorate 152(g_tTex2di4a) DescriptorSet 0
Decorate 155(g_tTex2du4a) DescriptorSet 0
Decorate 158(g_tTexcdf4a) DescriptorSet 0
Decorate 161(g_tTexcdi4a) DescriptorSet 0
Decorate 164(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 31(g_tTex1di4) DescriptorSet 0
Decorate 40(g_tTex1du4) DescriptorSet 0
Decorate 50(g_tTex2df4) DescriptorSet 0
Decorate 63(g_tTex2di4) DescriptorSet 0
Decorate 73(g_tTex2du4) DescriptorSet 0
Decorate 83(g_tTex3df4) DescriptorSet 0
Decorate 96(g_tTex3di4) DescriptorSet 0
Decorate 106(g_tTex3du4) DescriptorSet 0
Decorate 125(Color) Location 0
Decorate 129(Depth) BuiltIn FragDepth
Decorate 135(g_sSamp) DescriptorSet 0
Decorate 135(g_sSamp) Binding 0
Decorate 138(g_tTexcdf4) DescriptorSet 0
Decorate 141(g_tTexcdi4) DescriptorSet 0
Decorate 144(g_tTexcdu4) DescriptorSet 0
Decorate 147(g_tTex1df4a) DescriptorSet 0
Decorate 150(g_tTex1di4a) DescriptorSet 0
Decorate 153(g_tTex1du4a) DescriptorSet 0
Decorate 156(g_tTex2df4a) DescriptorSet 0
Decorate 159(g_tTex2di4a) DescriptorSet 0
Decorate 162(g_tTex2du4a) DescriptorSet 0
Decorate 165(g_tTexcdf4a) DescriptorSet 0
Decorate 168(g_tTexcdi4a) DescriptorSet 0
Decorate 171(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -463,168 +569,170 @@ gl_FragCoord origin is upper left
9(g_tTex1df4): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 2
13: TypePointer UniformConstant 12(ivec2)
14(c2): 13(ptr) Variable UniformConstant
15: TypeInt 32 0
16: 15(int) Constant 0
17: TypePointer UniformConstant 11(int)
20: 15(int) Constant 1
23: TypeVector 6(float) 4
25: TypeImage 11(int) 1D sampled format:Unknown
26: TypePointer UniformConstant 25
27(g_tTex1di4): 26(ptr) Variable UniformConstant
33: TypeVector 11(int) 4
35: TypeImage 15(int) 1D sampled format:Unknown
36: TypePointer UniformConstant 35
37(g_tTex1du4): 36(ptr) Variable UniformConstant
43: TypeVector 15(int) 4
45: TypeImage 6(float) 2D sampled format:Unknown
46: TypePointer UniformConstant 45
47(g_tTex2df4): 46(ptr) Variable UniformConstant
49: TypeVector 11(int) 3
50: TypePointer UniformConstant 49(ivec3)
51(c3): 50(ptr) Variable UniformConstant
54: 15(int) Constant 2
58: TypeImage 11(int) 2D sampled format:Unknown
59: TypePointer UniformConstant 58
60(g_tTex2di4): 59(ptr) Variable UniformConstant
67: TypeImage 15(int) 2D sampled format:Unknown
68: TypePointer UniformConstant 67
69(g_tTex2du4): 68(ptr) Variable UniformConstant
76: TypeImage 6(float) 3D sampled format:Unknown
77: TypePointer UniformConstant 76
78(g_tTex3df4): 77(ptr) Variable UniformConstant
80: TypePointer UniformConstant 33(ivec4)
81(c4): 80(ptr) Variable UniformConstant
84: 15(int) Constant 3
88: TypeImage 11(int) 3D sampled format:Unknown
89: TypePointer UniformConstant 88
90(g_tTex3di4): 89(ptr) Variable UniformConstant
97: TypeImage 15(int) 3D sampled format:Unknown
98: TypePointer UniformConstant 97
99(g_tTex3du4): 98(ptr) Variable UniformConstant
106(PS_OUTPUT): TypeStruct 23(fvec4) 6(float)
107: TypePointer Function 106(PS_OUTPUT)
109: 11(int) Constant 0
110: 6(float) Constant 1065353216
111: 23(fvec4) ConstantComposite 110 110 110 110
112: TypePointer Function 23(fvec4)
114: 11(int) Constant 1
115: TypePointer Function 6(float)
117: TypePointer Output 23(fvec4)
118(Color): 117(ptr) Variable Output
121: TypePointer Output 6(float)
122(Depth): 121(ptr) Variable Output
126: TypeSampler
127: TypePointer UniformConstant 126
128(g_sSamp): 127(ptr) Variable UniformConstant
129: TypeImage 6(float) Cube sampled format:Unknown
130: TypePointer UniformConstant 129
131(g_tTexcdf4): 130(ptr) Variable UniformConstant
132: TypeImage 11(int) Cube sampled format:Unknown
133: TypePointer UniformConstant 132
134(g_tTexcdi4): 133(ptr) Variable UniformConstant
135: TypeImage 15(int) Cube sampled format:Unknown
136: TypePointer UniformConstant 135
137(g_tTexcdu4): 136(ptr) Variable UniformConstant
138: TypeImage 6(float) 1D array sampled format:Unknown
139: TypePointer UniformConstant 138
140(g_tTex1df4a): 139(ptr) Variable UniformConstant
141: TypeImage 11(int) 1D array sampled format:Unknown
142: TypePointer UniformConstant 141
143(g_tTex1di4a): 142(ptr) Variable UniformConstant
144: TypeImage 15(int) 1D array sampled format:Unknown
145: TypePointer UniformConstant 144
146(g_tTex1du4a): 145(ptr) Variable UniformConstant
147: TypeImage 6(float) 2D array sampled format:Unknown
148: TypePointer UniformConstant 147
149(g_tTex2df4a): 148(ptr) Variable UniformConstant
150: TypeImage 11(int) 2D array sampled format:Unknown
151: TypePointer UniformConstant 150
152(g_tTex2di4a): 151(ptr) Variable UniformConstant
153: TypeImage 15(int) 2D array sampled format:Unknown
154: TypePointer UniformConstant 153
155(g_tTex2du4a): 154(ptr) Variable UniformConstant
156: TypeImage 6(float) Cube array sampled format:Unknown
157: TypePointer UniformConstant 156
158(g_tTexcdf4a): 157(ptr) Variable UniformConstant
159: TypeImage 11(int) Cube array sampled format:Unknown
160: TypePointer UniformConstant 159
161(g_tTexcdi4a): 160(ptr) Variable UniformConstant
162: TypeImage 15(int) Cube array sampled format:Unknown
163: TypePointer UniformConstant 162
164(g_tTexcdu4a): 163(ptr) Variable UniformConstant
165(c1): 17(ptr) Variable UniformConstant
166(o1): 17(ptr) Variable UniformConstant
167(o2): 13(ptr) Variable UniformConstant
168(o3): 50(ptr) Variable UniformConstant
169(o4): 80(ptr) Variable UniformConstant
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 1
19: TypeInt 32 0
20: 19(int) Constant 0
21: TypePointer Uniform 11(int)
24: 19(int) Constant 1
27: TypeVector 6(float) 4
29: TypeImage 11(int) 1D sampled format:Unknown
30: TypePointer UniformConstant 29
31(g_tTex1di4): 30(ptr) Variable UniformConstant
38: TypeImage 19(int) 1D sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex1du4): 39(ptr) Variable UniformConstant
46: TypeVector 19(int) 4
48: TypeImage 6(float) 2D sampled format:Unknown
49: TypePointer UniformConstant 48
50(g_tTex2df4): 49(ptr) Variable UniformConstant
52: 11(int) Constant 2
53: TypePointer Uniform 13(ivec3)
57: 19(int) Constant 2
61: TypeImage 11(int) 2D sampled format:Unknown
62: TypePointer UniformConstant 61
63(g_tTex2di4): 62(ptr) Variable UniformConstant
71: TypeImage 19(int) 2D sampled format:Unknown
72: TypePointer UniformConstant 71
73(g_tTex2du4): 72(ptr) Variable UniformConstant
81: TypeImage 6(float) 3D sampled format:Unknown
82: TypePointer UniformConstant 81
83(g_tTex3df4): 82(ptr) Variable UniformConstant
85: 11(int) Constant 3
86: TypePointer Uniform 14(ivec4)
90: 19(int) Constant 3
94: TypeImage 11(int) 3D sampled format:Unknown
95: TypePointer UniformConstant 94
96(g_tTex3di4): 95(ptr) Variable UniformConstant
104: TypeImage 19(int) 3D sampled format:Unknown
105: TypePointer UniformConstant 104
106(g_tTex3du4): 105(ptr) Variable UniformConstant
114(PS_OUTPUT): TypeStruct 27(fvec4) 6(float)
115: TypePointer Function 114(PS_OUTPUT)
117: 11(int) Constant 0
118: 6(float) Constant 1065353216
119: 27(fvec4) ConstantComposite 118 118 118 118
120: TypePointer Function 27(fvec4)
122: TypePointer Function 6(float)
124: TypePointer Output 27(fvec4)
125(Color): 124(ptr) Variable Output
128: TypePointer Output 6(float)
129(Depth): 128(ptr) Variable Output
133: TypeSampler
134: TypePointer UniformConstant 133
135(g_sSamp): 134(ptr) Variable UniformConstant
136: TypeImage 6(float) Cube sampled format:Unknown
137: TypePointer UniformConstant 136
138(g_tTexcdf4): 137(ptr) Variable UniformConstant
139: TypeImage 11(int) Cube sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTexcdi4): 140(ptr) Variable UniformConstant
142: TypeImage 19(int) Cube sampled format:Unknown
143: TypePointer UniformConstant 142
144(g_tTexcdu4): 143(ptr) Variable UniformConstant
145: TypeImage 6(float) 1D array sampled format:Unknown
146: TypePointer UniformConstant 145
147(g_tTex1df4a): 146(ptr) Variable UniformConstant
148: TypeImage 11(int) 1D array sampled format:Unknown
149: TypePointer UniformConstant 148
150(g_tTex1di4a): 149(ptr) Variable UniformConstant
151: TypeImage 19(int) 1D array sampled format:Unknown
152: TypePointer UniformConstant 151
153(g_tTex1du4a): 152(ptr) Variable UniformConstant
154: TypeImage 6(float) 2D array sampled format:Unknown
155: TypePointer UniformConstant 154
156(g_tTex2df4a): 155(ptr) Variable UniformConstant
157: TypeImage 11(int) 2D array sampled format:Unknown
158: TypePointer UniformConstant 157
159(g_tTex2di4a): 158(ptr) Variable UniformConstant
160: TypeImage 19(int) 2D array sampled format:Unknown
161: TypePointer UniformConstant 160
162(g_tTex2du4a): 161(ptr) Variable UniformConstant
163: TypeImage 6(float) Cube array sampled format:Unknown
164: TypePointer UniformConstant 163
165(g_tTexcdf4a): 164(ptr) Variable UniformConstant
166: TypeImage 11(int) Cube array sampled format:Unknown
167: TypePointer UniformConstant 166
168(g_tTexcdi4a): 167(ptr) Variable UniformConstant
169: TypeImage 19(int) Cube array sampled format:Unknown
170: TypePointer UniformConstant 169
171(g_tTexcdu4a): 170(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
108(psout): 107(ptr) Variable Function
116(psout): 115(ptr) Variable Function
10: 7 Load 9(g_tTex1df4)
18: 17(ptr) AccessChain 14(c2) 16
19: 11(int) Load 18
21: 17(ptr) AccessChain 14(c2) 20
22: 11(int) Load 21
24: 23(fvec4) ImageFetch 10 19 Lod 22
28: 25 Load 27(g_tTex1di4)
29: 17(ptr) AccessChain 14(c2) 16
30: 11(int) Load 29
31: 17(ptr) AccessChain 14(c2) 20
32: 11(int) Load 31
34: 33(ivec4) ImageFetch 28 30 Lod 32
38: 35 Load 37(g_tTex1du4)
39: 17(ptr) AccessChain 14(c2) 16
40: 11(int) Load 39
41: 17(ptr) AccessChain 14(c2) 20
42: 11(int) Load 41
44: 43(ivec4) ImageFetch 38 40 Lod 42
48: 45 Load 47(g_tTex2df4)
52: 49(ivec3) Load 51(c3)
53: 12(ivec2) VectorShuffle 52 52 0 1
55: 17(ptr) AccessChain 51(c3) 54
56: 11(int) Load 55
57: 23(fvec4) ImageFetch 48 53 Lod 56
61: 58 Load 60(g_tTex2di4)
62: 49(ivec3) Load 51(c3)
63: 12(ivec2) VectorShuffle 62 62 0 1
64: 17(ptr) AccessChain 51(c3) 54
65: 11(int) Load 64
66: 33(ivec4) ImageFetch 61 63 Lod 65
70: 67 Load 69(g_tTex2du4)
71: 49(ivec3) Load 51(c3)
72: 12(ivec2) VectorShuffle 71 71 0 1
73: 17(ptr) AccessChain 51(c3) 54
74: 11(int) Load 73
75: 43(ivec4) ImageFetch 70 72 Lod 74
79: 76 Load 78(g_tTex3df4)
82: 33(ivec4) Load 81(c4)
83: 49(ivec3) VectorShuffle 82 82 0 1 2
85: 17(ptr) AccessChain 81(c4) 84
86: 11(int) Load 85
87: 23(fvec4) ImageFetch 79 83 Lod 86
91: 88 Load 90(g_tTex3di4)
92: 33(ivec4) Load 81(c4)
93: 49(ivec3) VectorShuffle 92 92 0 1 2
94: 17(ptr) AccessChain 81(c4) 84
95: 11(int) Load 94
96: 33(ivec4) ImageFetch 91 93 Lod 95
100: 97 Load 99(g_tTex3du4)
101: 33(ivec4) Load 81(c4)
102: 49(ivec3) VectorShuffle 101 101 0 1 2
103: 17(ptr) AccessChain 81(c4) 84
104: 11(int) Load 103
105: 43(ivec4) ImageFetch 100 102 Lod 104
113: 112(ptr) AccessChain 108(psout) 109
Store 113 111
116: 115(ptr) AccessChain 108(psout) 114
Store 116 110
119: 112(ptr) AccessChain 108(psout) 109
120: 23(fvec4) Load 119
Store 118(Color) 120
123: 115(ptr) AccessChain 108(psout) 114
124: 6(float) Load 123
Store 122(Depth) 124
22: 21(ptr) AccessChain 17 18 20
23: 11(int) Load 22
25: 21(ptr) AccessChain 17 18 24
26: 11(int) Load 25
28: 27(fvec4) ImageFetch 10 23 Lod 26
32: 29 Load 31(g_tTex1di4)
33: 21(ptr) AccessChain 17 18 20
34: 11(int) Load 33
35: 21(ptr) AccessChain 17 18 24
36: 11(int) Load 35
37: 14(ivec4) ImageFetch 32 34 Lod 36
41: 38 Load 40(g_tTex1du4)
42: 21(ptr) AccessChain 17 18 20
43: 11(int) Load 42
44: 21(ptr) AccessChain 17 18 24
45: 11(int) Load 44
47: 46(ivec4) ImageFetch 41 43 Lod 45
51: 48 Load 50(g_tTex2df4)
54: 53(ptr) AccessChain 17 52
55: 13(ivec3) Load 54
56: 12(ivec2) VectorShuffle 55 55 0 1
58: 21(ptr) AccessChain 17 52 57
59: 11(int) Load 58
60: 27(fvec4) ImageFetch 51 56 Lod 59
64: 61 Load 63(g_tTex2di4)
65: 53(ptr) AccessChain 17 52
66: 13(ivec3) Load 65
67: 12(ivec2) VectorShuffle 66 66 0 1
68: 21(ptr) AccessChain 17 52 57
69: 11(int) Load 68
70: 14(ivec4) ImageFetch 64 67 Lod 69
74: 71 Load 73(g_tTex2du4)
75: 53(ptr) AccessChain 17 52
76: 13(ivec3) Load 75
77: 12(ivec2) VectorShuffle 76 76 0 1
78: 21(ptr) AccessChain 17 52 57
79: 11(int) Load 78
80: 46(ivec4) ImageFetch 74 77 Lod 79
84: 81 Load 83(g_tTex3df4)
87: 86(ptr) AccessChain 17 85
88: 14(ivec4) Load 87
89: 13(ivec3) VectorShuffle 88 88 0 1 2
91: 21(ptr) AccessChain 17 85 90
92: 11(int) Load 91
93: 27(fvec4) ImageFetch 84 89 Lod 92
97: 94 Load 96(g_tTex3di4)
98: 86(ptr) AccessChain 17 85
99: 14(ivec4) Load 98
100: 13(ivec3) VectorShuffle 99 99 0 1 2
101: 21(ptr) AccessChain 17 85 90
102: 11(int) Load 101
103: 14(ivec4) ImageFetch 97 100 Lod 102
107: 104 Load 106(g_tTex3du4)
108: 86(ptr) AccessChain 17 85
109: 14(ivec4) Load 108
110: 13(ivec3) VectorShuffle 109 109 0 1 2
111: 21(ptr) AccessChain 17 85 90
112: 11(int) Load 111
113: 46(ivec4) ImageFetch 107 110 Lod 112
121: 120(ptr) AccessChain 116(psout) 117
Store 121 119
123: 122(ptr) AccessChain 116(psout) 18
Store 123 118
126: 120(ptr) AccessChain 116(psout) 117
127: 27(fvec4) Load 126
Store 125(Color) 127
130: 122(ptr) AccessChain 116(psout) 18
131: 6(float) Load 130
Store 129(Depth) 131
Return
FunctionEnd

View File

@ -1,85 +1,124 @@
hlsl.load.basic.dx10.vert
Shader version: 450
0:? Sequence
0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:47 Function Parameters:
0:? Sequence
0:51 textureFetch (global 4-component vector of float)
0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 vector swizzle (temp int)
0:51 'c2' (uniform 2-component vector of int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:51 '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})
0:51 Constant:
0:51 1 (const uint)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 direct index (temp int)
0:51 'c2' (uniform 2-component vector of int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:51 '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})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 1 (const int)
0:52 textureFetch (global 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D)
0:52 vector swizzle (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D)
0:53 vector swizzle (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:56 textureFetch (global 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D)
0:56 vector swizzle (temp 2-component vector of int)
0:56 'c3' (uniform 3-component vector of int)
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:56 '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})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 1 (const int)
0:56 direct index (temp int)
0:56 'c3' (uniform 3-component vector of int)
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:56 '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})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
0:56 2 (const int)
0:57 textureFetch (global 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:61 textureFetch (global 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D)
0:61 vector swizzle (temp 3-component vector of int)
0:61 'c4' (uniform 4-component vector of int)
0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:61 '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})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
0:61 Constant:
0:61 0 (const int)
@ -88,13 +127,19 @@ Shader version: 450
0:61 Constant:
0:61 2 (const int)
0:61 direct index (temp int)
0:61 'c4' (uniform 4-component vector of int)
0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:61 '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})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
0:61 3 (const int)
0:62 textureFetch (global 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
@ -103,13 +148,19 @@ Shader version: 450
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
@ -118,7 +169,10 @@ Shader version: 450
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
@ -163,15 +217,8 @@ Shader version: 450
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Pos' (out 4-component vector of float Position)
0:? 'anon@0' (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 vertex stage:
@ -179,85 +226,124 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:47 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:47 Function Parameters:
0:? Sequence
0:51 textureFetch (global 4-component vector of float)
0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:51 vector swizzle (temp int)
0:51 'c2' (uniform 2-component vector of int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:51 '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})
0:51 Constant:
0:51 1 (const uint)
0:51 Sequence
0:51 Constant:
0:51 0 (const int)
0:51 direct index (temp int)
0:51 'c2' (uniform 2-component vector of int)
0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
0:51 '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})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 1 (const int)
0:52 textureFetch (global 4-component vector of int)
0:52 'g_tTex1di4' (uniform itexture1D)
0:52 vector swizzle (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 'c2' (uniform 2-component vector of int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:52 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (global 4-component vector of uint)
0:53 'g_tTex1du4' (uniform utexture1D)
0:53 vector swizzle (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 'c2' (uniform 2-component vector of int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 Constant:
0:53 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:56 textureFetch (global 4-component vector of float)
0:56 'g_tTex2df4' (uniform texture2D)
0:56 vector swizzle (temp 2-component vector of int)
0:56 'c3' (uniform 3-component vector of int)
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:56 '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})
0:56 Constant:
0:56 2 (const uint)
0:56 Sequence
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 1 (const int)
0:56 direct index (temp int)
0:56 'c3' (uniform 3-component vector of int)
0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:56 '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})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
0:56 2 (const int)
0:57 textureFetch (global 4-component vector of int)
0:57 'g_tTex2di4' (uniform itexture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 'c3' (uniform 3-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:57 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (global 4-component vector of uint)
0:58 'g_tTex2du4' (uniform utexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 'c3' (uniform 3-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 Constant:
0:58 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:61 textureFetch (global 4-component vector of float)
0:61 'g_tTex3df4' (uniform texture3D)
0:61 vector swizzle (temp 3-component vector of int)
0:61 'c4' (uniform 4-component vector of int)
0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:61 '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})
0:61 Constant:
0:61 3 (const uint)
0:61 Sequence
0:61 Constant:
0:61 0 (const int)
@ -266,13 +352,19 @@ Shader version: 450
0:61 Constant:
0:61 2 (const int)
0:61 direct index (temp int)
0:61 'c4' (uniform 4-component vector of int)
0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:61 '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})
0:61 Constant:
0:61 3 (const uint)
0:61 Constant:
0:61 3 (const int)
0:62 textureFetch (global 4-component vector of int)
0:62 'g_tTex3di4' (uniform itexture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
@ -281,13 +373,19 @@ Shader version: 450
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 'c4' (uniform 4-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (global 4-component vector of uint)
0:63 'g_tTex3du4' (uniform utexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
@ -296,7 +394,10 @@ Shader version: 450
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 'c4' (uniform 4-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:67 move second child to first child (temp 4-component vector of float)
@ -341,86 +442,91 @@ Shader version: 450
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Pos' (out 4-component vector of float Position)
0:? 'anon@0' (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
// Id's are bound by 163
// Id's are bound by 166
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 115
EntryPoint Vertex 4 "main" 123
Name 4 "main"
Name 9 "g_tTex1df4"
Name 14 "c2"
Name 27 "g_tTex1di4"
Name 37 "g_tTex1du4"
Name 47 "g_tTex2df4"
Name 51 "c3"
Name 60 "g_tTex2di4"
Name 69 "g_tTex2du4"
Name 78 "g_tTex3df4"
Name 81 "c4"
Name 90 "g_tTex3di4"
Name 99 "g_tTex3du4"
Name 106 "VS_OUTPUT"
MemberName 106(VS_OUTPUT) 0 "Pos"
Name 108 "vsout"
Name 115 "Pos"
Name 121 "g_sSamp"
Name 124 "g_tTexcdf4"
Name 127 "g_tTexcdi4"
Name 130 "g_tTexcdu4"
Name 133 "g_tTex1df4a"
Name 136 "g_tTex1di4a"
Name 139 "g_tTex1du4a"
Name 142 "g_tTex2df4a"
Name 145 "g_tTex2di4a"
Name 148 "g_tTex2du4a"
Name 151 "g_tTexcdf4a"
Name 154 "g_tTexcdi4a"
Name 157 "g_tTexcdu4a"
Name 158 "c1"
Name 159 "o1"
Name 160 "o2"
Name 161 "o3"
Name 162 "o4"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 31 "g_tTex1di4"
Name 40 "g_tTex1du4"
Name 50 "g_tTex2df4"
Name 63 "g_tTex2di4"
Name 73 "g_tTex2du4"
Name 83 "g_tTex3df4"
Name 96 "g_tTex3di4"
Name 106 "g_tTex3du4"
Name 114 "VS_OUTPUT"
MemberName 114(VS_OUTPUT) 0 "Pos"
Name 116 "vsout"
Name 123 "Pos"
Name 129 "g_sSamp"
Name 132 "g_tTexcdf4"
Name 135 "g_tTexcdi4"
Name 138 "g_tTexcdu4"
Name 141 "g_tTex1df4a"
Name 144 "g_tTex1di4a"
Name 147 "g_tTex1du4a"
Name 150 "g_tTex2df4a"
Name 153 "g_tTex2di4a"
Name 156 "g_tTex2du4a"
Name 159 "g_tTexcdf4a"
Name 162 "g_tTexcdi4a"
Name 165 "g_tTexcdu4a"
Decorate 9(g_tTex1df4) DescriptorSet 0
Decorate 9(g_tTex1df4) Binding 0
Decorate 27(g_tTex1di4) DescriptorSet 0
Decorate 37(g_tTex1du4) DescriptorSet 0
Decorate 47(g_tTex2df4) DescriptorSet 0
Decorate 60(g_tTex2di4) DescriptorSet 0
Decorate 69(g_tTex2du4) DescriptorSet 0
Decorate 78(g_tTex3df4) DescriptorSet 0
Decorate 90(g_tTex3di4) DescriptorSet 0
Decorate 99(g_tTex3du4) DescriptorSet 0
Decorate 115(Pos) BuiltIn Position
Decorate 121(g_sSamp) DescriptorSet 0
Decorate 121(g_sSamp) Binding 0
Decorate 124(g_tTexcdf4) DescriptorSet 0
Decorate 127(g_tTexcdi4) DescriptorSet 0
Decorate 130(g_tTexcdu4) DescriptorSet 0
Decorate 133(g_tTex1df4a) DescriptorSet 0
Decorate 136(g_tTex1di4a) DescriptorSet 0
Decorate 139(g_tTex1du4a) DescriptorSet 0
Decorate 142(g_tTex2df4a) DescriptorSet 0
Decorate 145(g_tTex2di4a) DescriptorSet 0
Decorate 148(g_tTex2du4a) DescriptorSet 0
Decorate 151(g_tTexcdf4a) DescriptorSet 0
Decorate 154(g_tTexcdi4a) DescriptorSet 0
Decorate 157(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 31(g_tTex1di4) DescriptorSet 0
Decorate 40(g_tTex1du4) DescriptorSet 0
Decorate 50(g_tTex2df4) DescriptorSet 0
Decorate 63(g_tTex2di4) DescriptorSet 0
Decorate 73(g_tTex2du4) DescriptorSet 0
Decorate 83(g_tTex3df4) DescriptorSet 0
Decorate 96(g_tTex3di4) DescriptorSet 0
Decorate 106(g_tTex3du4) DescriptorSet 0
Decorate 123(Pos) BuiltIn Position
Decorate 129(g_sSamp) DescriptorSet 0
Decorate 129(g_sSamp) Binding 0
Decorate 132(g_tTexcdf4) DescriptorSet 0
Decorate 135(g_tTexcdi4) DescriptorSet 0
Decorate 138(g_tTexcdu4) DescriptorSet 0
Decorate 141(g_tTex1df4a) DescriptorSet 0
Decorate 144(g_tTex1di4a) DescriptorSet 0
Decorate 147(g_tTex1du4a) DescriptorSet 0
Decorate 150(g_tTex2df4a) DescriptorSet 0
Decorate 153(g_tTex2di4a) DescriptorSet 0
Decorate 156(g_tTex2du4a) DescriptorSet 0
Decorate 159(g_tTexcdf4a) DescriptorSet 0
Decorate 162(g_tTexcdi4a) DescriptorSet 0
Decorate 165(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -429,159 +535,162 @@ Shader version: 450
9(g_tTex1df4): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 2
13: TypePointer UniformConstant 12(ivec2)
14(c2): 13(ptr) Variable UniformConstant
15: TypeInt 32 0
16: 15(int) Constant 0
17: TypePointer UniformConstant 11(int)
20: 15(int) Constant 1
23: TypeVector 6(float) 4
25: TypeImage 11(int) 1D sampled format:Unknown
26: TypePointer UniformConstant 25
27(g_tTex1di4): 26(ptr) Variable UniformConstant
33: TypeVector 11(int) 4
35: TypeImage 15(int) 1D sampled format:Unknown
36: TypePointer UniformConstant 35
37(g_tTex1du4): 36(ptr) Variable UniformConstant
43: TypeVector 15(int) 4
45: TypeImage 6(float) 2D sampled format:Unknown
46: TypePointer UniformConstant 45
47(g_tTex2df4): 46(ptr) Variable UniformConstant
49: TypeVector 11(int) 3
50: TypePointer UniformConstant 49(ivec3)
51(c3): 50(ptr) Variable UniformConstant
54: 15(int) Constant 2
58: TypeImage 11(int) 2D sampled format:Unknown
59: TypePointer UniformConstant 58
60(g_tTex2di4): 59(ptr) Variable UniformConstant
67: TypeImage 15(int) 2D sampled format:Unknown
68: TypePointer UniformConstant 67
69(g_tTex2du4): 68(ptr) Variable UniformConstant
76: TypeImage 6(float) 3D sampled format:Unknown
77: TypePointer UniformConstant 76
78(g_tTex3df4): 77(ptr) Variable UniformConstant
80: TypePointer UniformConstant 33(ivec4)
81(c4): 80(ptr) Variable UniformConstant
84: 15(int) Constant 3
88: TypeImage 11(int) 3D sampled format:Unknown
89: TypePointer UniformConstant 88
90(g_tTex3di4): 89(ptr) Variable UniformConstant
97: TypeImage 15(int) 3D sampled format:Unknown
98: TypePointer UniformConstant 97
99(g_tTex3du4): 98(ptr) Variable UniformConstant
106(VS_OUTPUT): TypeStruct 23(fvec4)
107: TypePointer Function 106(VS_OUTPUT)
109: 11(int) Constant 0
110: 6(float) Constant 0
111: 23(fvec4) ConstantComposite 110 110 110 110
112: TypePointer Function 23(fvec4)
114: TypePointer Output 23(fvec4)
115(Pos): 114(ptr) Variable Output
119: TypeSampler
120: TypePointer UniformConstant 119
121(g_sSamp): 120(ptr) Variable UniformConstant
122: TypeImage 6(float) Cube sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTexcdf4): 123(ptr) Variable UniformConstant
125: TypeImage 11(int) Cube sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTexcdi4): 126(ptr) Variable UniformConstant
128: TypeImage 15(int) Cube sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTexcdu4): 129(ptr) Variable UniformConstant
131: TypeImage 6(float) 1D array sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTex1df4a): 132(ptr) Variable UniformConstant
134: TypeImage 11(int) 1D array sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTex1di4a): 135(ptr) Variable UniformConstant
137: TypeImage 15(int) 1D array sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTex1du4a): 138(ptr) Variable UniformConstant
140: TypeImage 6(float) 2D array sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTex2df4a): 141(ptr) Variable UniformConstant
143: TypeImage 11(int) 2D array sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTex2di4a): 144(ptr) Variable UniformConstant
146: TypeImage 15(int) 2D array sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTex2du4a): 147(ptr) Variable UniformConstant
149: TypeImage 6(float) Cube array sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTexcdf4a): 150(ptr) Variable UniformConstant
152: TypeImage 11(int) Cube array sampled format:Unknown
153: TypePointer UniformConstant 152
154(g_tTexcdi4a): 153(ptr) Variable UniformConstant
155: TypeImage 15(int) Cube array sampled format:Unknown
156: TypePointer UniformConstant 155
157(g_tTexcdu4a): 156(ptr) Variable UniformConstant
158(c1): 17(ptr) Variable UniformConstant
159(o1): 17(ptr) Variable UniformConstant
160(o2): 13(ptr) Variable UniformConstant
161(o3): 50(ptr) Variable UniformConstant
162(o4): 80(ptr) Variable UniformConstant
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 1
19: TypeInt 32 0
20: 19(int) Constant 0
21: TypePointer Uniform 11(int)
24: 19(int) Constant 1
27: TypeVector 6(float) 4
29: TypeImage 11(int) 1D sampled format:Unknown
30: TypePointer UniformConstant 29
31(g_tTex1di4): 30(ptr) Variable UniformConstant
38: TypeImage 19(int) 1D sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex1du4): 39(ptr) Variable UniformConstant
46: TypeVector 19(int) 4
48: TypeImage 6(float) 2D sampled format:Unknown
49: TypePointer UniformConstant 48
50(g_tTex2df4): 49(ptr) Variable UniformConstant
52: 11(int) Constant 2
53: TypePointer Uniform 13(ivec3)
57: 19(int) Constant 2
61: TypeImage 11(int) 2D sampled format:Unknown
62: TypePointer UniformConstant 61
63(g_tTex2di4): 62(ptr) Variable UniformConstant
71: TypeImage 19(int) 2D sampled format:Unknown
72: TypePointer UniformConstant 71
73(g_tTex2du4): 72(ptr) Variable UniformConstant
81: TypeImage 6(float) 3D sampled format:Unknown
82: TypePointer UniformConstant 81
83(g_tTex3df4): 82(ptr) Variable UniformConstant
85: 11(int) Constant 3
86: TypePointer Uniform 14(ivec4)
90: 19(int) Constant 3
94: TypeImage 11(int) 3D sampled format:Unknown
95: TypePointer UniformConstant 94
96(g_tTex3di4): 95(ptr) Variable UniformConstant
104: TypeImage 19(int) 3D sampled format:Unknown
105: TypePointer UniformConstant 104
106(g_tTex3du4): 105(ptr) Variable UniformConstant
114(VS_OUTPUT): TypeStruct 27(fvec4)
115: TypePointer Function 114(VS_OUTPUT)
117: 11(int) Constant 0
118: 6(float) Constant 0
119: 27(fvec4) ConstantComposite 118 118 118 118
120: TypePointer Function 27(fvec4)
122: TypePointer Output 27(fvec4)
123(Pos): 122(ptr) Variable Output
127: TypeSampler
128: TypePointer UniformConstant 127
129(g_sSamp): 128(ptr) Variable UniformConstant
130: TypeImage 6(float) Cube sampled format:Unknown
131: TypePointer UniformConstant 130
132(g_tTexcdf4): 131(ptr) Variable UniformConstant
133: TypeImage 11(int) Cube sampled format:Unknown
134: TypePointer UniformConstant 133
135(g_tTexcdi4): 134(ptr) Variable UniformConstant
136: TypeImage 19(int) Cube sampled format:Unknown
137: TypePointer UniformConstant 136
138(g_tTexcdu4): 137(ptr) Variable UniformConstant
139: TypeImage 6(float) 1D array sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTex1df4a): 140(ptr) Variable UniformConstant
142: TypeImage 11(int) 1D array sampled format:Unknown
143: TypePointer UniformConstant 142
144(g_tTex1di4a): 143(ptr) Variable UniformConstant
145: TypeImage 19(int) 1D array sampled format:Unknown
146: TypePointer UniformConstant 145
147(g_tTex1du4a): 146(ptr) Variable UniformConstant
148: TypeImage 6(float) 2D array sampled format:Unknown
149: TypePointer UniformConstant 148
150(g_tTex2df4a): 149(ptr) Variable UniformConstant
151: TypeImage 11(int) 2D array sampled format:Unknown
152: TypePointer UniformConstant 151
153(g_tTex2di4a): 152(ptr) Variable UniformConstant
154: TypeImage 19(int) 2D array sampled format:Unknown
155: TypePointer UniformConstant 154
156(g_tTex2du4a): 155(ptr) Variable UniformConstant
157: TypeImage 6(float) Cube array sampled format:Unknown
158: TypePointer UniformConstant 157
159(g_tTexcdf4a): 158(ptr) Variable UniformConstant
160: TypeImage 11(int) Cube array sampled format:Unknown
161: TypePointer UniformConstant 160
162(g_tTexcdi4a): 161(ptr) Variable UniformConstant
163: TypeImage 19(int) Cube array sampled format:Unknown
164: TypePointer UniformConstant 163
165(g_tTexcdu4a): 164(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
108(vsout): 107(ptr) Variable Function
116(vsout): 115(ptr) Variable Function
10: 7 Load 9(g_tTex1df4)
18: 17(ptr) AccessChain 14(c2) 16
19: 11(int) Load 18
21: 17(ptr) AccessChain 14(c2) 20
22: 11(int) Load 21
24: 23(fvec4) ImageFetch 10 19 Lod 22
28: 25 Load 27(g_tTex1di4)
29: 17(ptr) AccessChain 14(c2) 16
30: 11(int) Load 29
31: 17(ptr) AccessChain 14(c2) 20
32: 11(int) Load 31
34: 33(ivec4) ImageFetch 28 30 Lod 32
38: 35 Load 37(g_tTex1du4)
39: 17(ptr) AccessChain 14(c2) 16
40: 11(int) Load 39
41: 17(ptr) AccessChain 14(c2) 20
42: 11(int) Load 41
44: 43(ivec4) ImageFetch 38 40 Lod 42
48: 45 Load 47(g_tTex2df4)
52: 49(ivec3) Load 51(c3)
53: 12(ivec2) VectorShuffle 52 52 0 1
55: 17(ptr) AccessChain 51(c3) 54
56: 11(int) Load 55
57: 23(fvec4) ImageFetch 48 53 Lod 56
61: 58 Load 60(g_tTex2di4)
62: 49(ivec3) Load 51(c3)
63: 12(ivec2) VectorShuffle 62 62 0 1
64: 17(ptr) AccessChain 51(c3) 54
65: 11(int) Load 64
66: 33(ivec4) ImageFetch 61 63 Lod 65
70: 67 Load 69(g_tTex2du4)
71: 49(ivec3) Load 51(c3)
72: 12(ivec2) VectorShuffle 71 71 0 1
73: 17(ptr) AccessChain 51(c3) 54
74: 11(int) Load 73
75: 43(ivec4) ImageFetch 70 72 Lod 74
79: 76 Load 78(g_tTex3df4)
82: 33(ivec4) Load 81(c4)
83: 49(ivec3) VectorShuffle 82 82 0 1 2
85: 17(ptr) AccessChain 81(c4) 84
86: 11(int) Load 85
87: 23(fvec4) ImageFetch 79 83 Lod 86
91: 88 Load 90(g_tTex3di4)
92: 33(ivec4) Load 81(c4)
93: 49(ivec3) VectorShuffle 92 92 0 1 2
94: 17(ptr) AccessChain 81(c4) 84
95: 11(int) Load 94
96: 33(ivec4) ImageFetch 91 93 Lod 95
100: 97 Load 99(g_tTex3du4)
101: 33(ivec4) Load 81(c4)
102: 49(ivec3) VectorShuffle 101 101 0 1 2
103: 17(ptr) AccessChain 81(c4) 84
104: 11(int) Load 103
105: 43(ivec4) ImageFetch 100 102 Lod 104
113: 112(ptr) AccessChain 108(vsout) 109
Store 113 111
116: 112(ptr) AccessChain 108(vsout) 109
117: 23(fvec4) Load 116
Store 115(Pos) 117
22: 21(ptr) AccessChain 17 18 20
23: 11(int) Load 22
25: 21(ptr) AccessChain 17 18 24
26: 11(int) Load 25
28: 27(fvec4) ImageFetch 10 23 Lod 26
32: 29 Load 31(g_tTex1di4)
33: 21(ptr) AccessChain 17 18 20
34: 11(int) Load 33
35: 21(ptr) AccessChain 17 18 24
36: 11(int) Load 35
37: 14(ivec4) ImageFetch 32 34 Lod 36
41: 38 Load 40(g_tTex1du4)
42: 21(ptr) AccessChain 17 18 20
43: 11(int) Load 42
44: 21(ptr) AccessChain 17 18 24
45: 11(int) Load 44
47: 46(ivec4) ImageFetch 41 43 Lod 45
51: 48 Load 50(g_tTex2df4)
54: 53(ptr) AccessChain 17 52
55: 13(ivec3) Load 54
56: 12(ivec2) VectorShuffle 55 55 0 1
58: 21(ptr) AccessChain 17 52 57
59: 11(int) Load 58
60: 27(fvec4) ImageFetch 51 56 Lod 59
64: 61 Load 63(g_tTex2di4)
65: 53(ptr) AccessChain 17 52
66: 13(ivec3) Load 65
67: 12(ivec2) VectorShuffle 66 66 0 1
68: 21(ptr) AccessChain 17 52 57
69: 11(int) Load 68
70: 14(ivec4) ImageFetch 64 67 Lod 69
74: 71 Load 73(g_tTex2du4)
75: 53(ptr) AccessChain 17 52
76: 13(ivec3) Load 75
77: 12(ivec2) VectorShuffle 76 76 0 1
78: 21(ptr) AccessChain 17 52 57
79: 11(int) Load 78
80: 46(ivec4) ImageFetch 74 77 Lod 79
84: 81 Load 83(g_tTex3df4)
87: 86(ptr) AccessChain 17 85
88: 14(ivec4) Load 87
89: 13(ivec3) VectorShuffle 88 88 0 1 2
91: 21(ptr) AccessChain 17 85 90
92: 11(int) Load 91
93: 27(fvec4) ImageFetch 84 89 Lod 92
97: 94 Load 96(g_tTex3di4)
98: 86(ptr) AccessChain 17 85
99: 14(ivec4) Load 98
100: 13(ivec3) VectorShuffle 99 99 0 1 2
101: 21(ptr) AccessChain 17 85 90
102: 11(int) Load 101
103: 14(ivec4) ImageFetch 97 100 Lod 102
107: 104 Load 106(g_tTex3du4)
108: 86(ptr) AccessChain 17 85
109: 14(ivec4) Load 108
110: 13(ivec3) VectorShuffle 109 109 0 1 2
111: 21(ptr) AccessChain 17 85 90
112: 11(int) Load 111
113: 46(ivec4) ImageFetch 107 110 Lod 112
121: 120(ptr) AccessChain 116(vsout) 117
Store 121 119
124: 120(ptr) AccessChain 116(vsout) 117
125: 27(fvec4) Load 124
Store 123(Pos) 125
Return
FunctionEnd

View File

@ -2,7 +2,7 @@ hlsl.load.buffer.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -10,19 +10,28 @@ gl_FragCoord origin is upper left
0:28 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer)
0:28 'c1' (uniform int)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
0:28 '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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int)
0:29 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer)
0:29 'c1' (uniform int)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
0:29 '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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint)
0:30 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
0:30 '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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -60,16 +69,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexbf4' (uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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:
@ -78,7 +80,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -86,19 +88,28 @@ gl_FragCoord origin is upper left
0:28 'r00' (temp 4-component vector of float)
0:28 textureFetch (global 4-component vector of float)
0:28 'g_tTexbf4' (uniform samplerBuffer)
0:28 'c1' (uniform int)
0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
0:28 '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})
0:28 Constant:
0:28 0 (const uint)
0:29 Sequence
0:29 move second child to first child (temp 4-component vector of int)
0:29 'r01' (temp 4-component vector of int)
0:29 textureFetch (global 4-component vector of int)
0:29 'g_tTexbi4' (uniform isamplerBuffer)
0:29 'c1' (uniform int)
0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
0:29 '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})
0:29 Constant:
0:29 0 (const uint)
0:30 Sequence
0:30 move second child to first child (temp 4-component vector of uint)
0:30 'r02' (temp 4-component vector of uint)
0:30 textureFetch (global 4-component vector of uint)
0:30 'g_tTexbu4' (uniform usamplerBuffer)
0:30 'c1' (uniform int)
0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
0:30 '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})
0:30 Constant:
0:30 0 (const uint)
0:34 move second child to first child (temp 4-component vector of float)
0:34 Color: direct index for structure (temp 4-component vector of float)
0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -136,56 +147,61 @@ gl_FragCoord origin is upper left
0:? 'g_tTexbf4' (uniform samplerBuffer)
0:? 'g_tTexbi4' (uniform isamplerBuffer)
0:? 'g_tTexbu4' (uniform usamplerBuffer)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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
// Id's are bound by 76
// Id's are bound by 71
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 55 59
EntryPoint Fragment 4 "main" 62 66
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "r00"
Name 13 "g_tTexbf4"
Name 17 "c1"
Name 23 "r01"
Name 27 "g_tTexbi4"
Name 35 "r02"
Name 39 "g_tTexbu4"
Name 44 "PS_OUTPUT"
MemberName 44(PS_OUTPUT) 0 "Color"
MemberName 44(PS_OUTPUT) 1 "Depth"
Name 46 "psout"
Name 55 "Color"
Name 59 "Depth"
Name 63 "g_tTexbf4_test"
Name 66 "c2"
Name 69 "c3"
Name 71 "c4"
Name 72 "o1"
Name 73 "o2"
Name 74 "o3"
Name 75 "o4"
Name 19 "$Global"
MemberName 19($Global) 0 "c1"
MemberName 19($Global) 1 "c2"
MemberName 19($Global) 2 "c3"
MemberName 19($Global) 3 "c4"
MemberName 19($Global) 4 "o1"
MemberName 19($Global) 5 "o2"
MemberName 19($Global) 6 "o3"
MemberName 19($Global) 7 "o4"
Name 21 ""
Name 29 "r01"
Name 33 "g_tTexbi4"
Name 42 "r02"
Name 46 "g_tTexbu4"
Name 52 "PS_OUTPUT"
MemberName 52(PS_OUTPUT) 0 "Color"
MemberName 52(PS_OUTPUT) 1 "Depth"
Name 54 "psout"
Name 62 "Color"
Name 66 "Depth"
Name 70 "g_tTexbf4_test"
Decorate 13(g_tTexbf4) DescriptorSet 0
Decorate 27(g_tTexbi4) DescriptorSet 0
Decorate 39(g_tTexbu4) DescriptorSet 0
Decorate 55(Color) Location 0
Decorate 59(Depth) BuiltIn FragDepth
Decorate 63(g_tTexbf4_test) DescriptorSet 0
Decorate 63(g_tTexbf4_test) Binding 0
MemberDecorate 19($Global) 0 Offset 0
MemberDecorate 19($Global) 1 Offset 8
MemberDecorate 19($Global) 2 Offset 16
MemberDecorate 19($Global) 3 Offset 32
MemberDecorate 19($Global) 4 Offset 48
MemberDecorate 19($Global) 5 Offset 56
MemberDecorate 19($Global) 6 Offset 64
MemberDecorate 19($Global) 7 Offset 80
Decorate 19($Global) Block
Decorate 21 DescriptorSet 0
Decorate 33(g_tTexbi4) DescriptorSet 0
Decorate 46(g_tTexbu4) DescriptorSet 0
Decorate 62(Color) Location 0
Decorate 66(Depth) BuiltIn FragDepth
Decorate 70(g_tTexbf4_test) DescriptorSet 0
Decorate 70(g_tTexbf4_test) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -196,75 +212,70 @@ gl_FragCoord origin is upper left
12: TypePointer UniformConstant 11
13(g_tTexbf4): 12(ptr) Variable UniformConstant
15: TypeInt 32 1
16: TypePointer UniformConstant 15(int)
17(c1): 16(ptr) Variable UniformConstant
21: TypeVector 15(int) 4
22: TypePointer Function 21(ivec4)
24: TypeImage 15(int) Buffer sampled format:Unknown
25: TypeSampledImage 24
26: TypePointer UniformConstant 25
27(g_tTexbi4): 26(ptr) Variable UniformConstant
32: TypeInt 32 0
33: TypeVector 32(int) 4
34: TypePointer Function 33(ivec4)
36: TypeImage 32(int) Buffer sampled format:Unknown
37: TypeSampledImage 36
38: TypePointer UniformConstant 37
39(g_tTexbu4): 38(ptr) Variable UniformConstant
44(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
45: TypePointer Function 44(PS_OUTPUT)
47: 15(int) Constant 0
48: 6(float) Constant 1065353216
49: 7(fvec4) ConstantComposite 48 48 48 48
51: 15(int) Constant 1
52: TypePointer Function 6(float)
54: TypePointer Output 7(fvec4)
55(Color): 54(ptr) Variable Output
58: TypePointer Output 6(float)
59(Depth): 58(ptr) Variable Output
63(g_tTexbf4_test): 12(ptr) Variable UniformConstant
64: TypeVector 15(int) 2
65: TypePointer UniformConstant 64(ivec2)
66(c2): 65(ptr) Variable UniformConstant
67: TypeVector 15(int) 3
68: TypePointer UniformConstant 67(ivec3)
69(c3): 68(ptr) Variable UniformConstant
70: TypePointer UniformConstant 21(ivec4)
71(c4): 70(ptr) Variable UniformConstant
72(o1): 16(ptr) Variable UniformConstant
73(o2): 65(ptr) Variable UniformConstant
74(o3): 68(ptr) Variable UniformConstant
75(o4): 70(ptr) Variable UniformConstant
16: TypeVector 15(int) 2
17: TypeVector 15(int) 3
18: TypeVector 15(int) 4
19($Global): TypeStruct 15(int) 16(ivec2) 17(ivec3) 18(ivec4) 15(int) 16(ivec2) 17(ivec3) 18(ivec4)
20: TypePointer Uniform 19($Global)
21: 20(ptr) Variable Uniform
22: 15(int) Constant 0
23: TypePointer Uniform 15(int)
28: TypePointer Function 18(ivec4)
30: TypeImage 15(int) Buffer sampled format:Unknown
31: TypeSampledImage 30
32: TypePointer UniformConstant 31
33(g_tTexbi4): 32(ptr) Variable UniformConstant
39: TypeInt 32 0
40: TypeVector 39(int) 4
41: TypePointer Function 40(ivec4)
43: TypeImage 39(int) Buffer sampled format:Unknown
44: TypeSampledImage 43
45: TypePointer UniformConstant 44
46(g_tTexbu4): 45(ptr) Variable UniformConstant
52(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
53: TypePointer Function 52(PS_OUTPUT)
55: 6(float) Constant 1065353216
56: 7(fvec4) ConstantComposite 55 55 55 55
58: 15(int) Constant 1
59: TypePointer Function 6(float)
61: TypePointer Output 7(fvec4)
62(Color): 61(ptr) Variable Output
65: TypePointer Output 6(float)
66(Depth): 65(ptr) Variable Output
70(g_tTexbf4_test): 12(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
9(r00): 8(ptr) Variable Function
23(r01): 22(ptr) Variable Function
35(r02): 34(ptr) Variable Function
46(psout): 45(ptr) Variable Function
29(r01): 28(ptr) Variable Function
42(r02): 41(ptr) Variable Function
54(psout): 53(ptr) Variable Function
14: 11 Load 13(g_tTexbf4)
18: 15(int) Load 17(c1)
19: 10 Image 14
20: 7(fvec4) ImageFetch 19 18
Store 9(r00) 20
28: 25 Load 27(g_tTexbi4)
29: 15(int) Load 17(c1)
30: 24 Image 28
31: 21(ivec4) ImageFetch 30 29
Store 23(r01) 31
40: 37 Load 39(g_tTexbu4)
41: 15(int) Load 17(c1)
42: 36 Image 40
43: 33(ivec4) ImageFetch 42 41
Store 35(r02) 43
50: 8(ptr) AccessChain 46(psout) 47
Store 50 49
53: 52(ptr) AccessChain 46(psout) 51
Store 53 48
56: 8(ptr) AccessChain 46(psout) 47
57: 7(fvec4) Load 56
Store 55(Color) 57
60: 52(ptr) AccessChain 46(psout) 51
61: 6(float) Load 60
Store 59(Depth) 61
24: 23(ptr) AccessChain 21 22
25: 15(int) Load 24
26: 10 Image 14
27: 7(fvec4) ImageFetch 26 25
Store 9(r00) 27
34: 31 Load 33(g_tTexbi4)
35: 23(ptr) AccessChain 21 22
36: 15(int) Load 35
37: 30 Image 34
38: 18(ivec4) ImageFetch 37 36
Store 29(r01) 38
47: 44 Load 46(g_tTexbu4)
48: 23(ptr) AccessChain 21 22
49: 15(int) Load 48
50: 43 Image 47
51: 40(ivec4) ImageFetch 50 49
Store 42(r02) 51
57: 8(ptr) AccessChain 54(psout) 22
Store 57 56
60: 59(ptr) AccessChain 54(psout) 58
Store 60 55
63: 8(ptr) AccessChain 54(psout) 22
64: 7(fvec4) Load 63
Store 62(Color) 64
67: 59(ptr) AccessChain 54(psout) 58
68: 6(float) Load 67
Store 66(Depth) 68
Return
FunctionEnd

File diff suppressed because it is too large Load Diff

View File

@ -2,55 +2,85 @@ hlsl.load.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 'o1' (uniform int)
0:52 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 'o1' (uniform int)
0:53 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 'o1' (uniform int)
0:54 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
@ -59,14 +89,23 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 'o2' (uniform 2-component vector of int)
0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
@ -75,14 +114,23 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 'o2' (uniform 2-component vector of int)
0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
@ -91,10 +139,16 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:59 5 (const uint)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -150,16 +204,9 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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:
@ -168,55 +215,85 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:48 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
0:52 'g_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 'c3' (uniform 3-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 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 'o1' (uniform int)
0:52 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:52 4 (const uint)
0:53 textureFetchOffset (global 4-component vector of int)
0:53 'g_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 'c3' (uniform 3-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 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 'o1' (uniform int)
0:53 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:53 4 (const uint)
0:54 textureFetchOffset (global 4-component vector of uint)
0:54 'g_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 'c3' (uniform 3-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 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 'o1' (uniform int)
0:54 o1: direct index for structure (layout(offset=48 ) uniform 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 Constant:
0:54 4 (const uint)
0:57 textureFetchOffset (global 4-component vector of float)
0:57 'g_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
@ -225,14 +302,23 @@ gl_FragCoord origin is upper left
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 'c4' (uniform 4-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 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 'o2' (uniform 2-component vector of int)
0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:57 5 (const uint)
0:58 textureFetchOffset (global 4-component vector of int)
0:58 'g_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
@ -241,14 +327,23 @@ gl_FragCoord origin is upper left
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 'c4' (uniform 4-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 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 'o2' (uniform 2-component vector of int)
0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:58 5 (const uint)
0:59 textureFetchOffset (global 4-component vector of uint)
0:59 'g_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
@ -257,10 +352,16 @@ gl_FragCoord origin is upper left
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 'c4' (uniform 4-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 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-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 Constant:
0:59 5 (const uint)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
@ -316,20 +417,13 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? 'c1' (uniform int)
0:? 'c2' (uniform 2-component vector of int)
0:? 'c3' (uniform 3-component vector of int)
0:? 'c4' (uniform 4-component vector of int)
0:? 'o1' (uniform int)
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
0:? 'anon@0' (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
// Id's are bound by 156
// Id's are bound by 167
Capability Shader
Capability ImageGatherExtended
@ -337,71 +431,83 @@ gl_FragCoord origin is upper left
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 96 100
EntryPoint Fragment 4 "main" 111 115
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4a"
Name 14 "c3"
Name 23 "o1"
Name 29 "g_tTex1di4a"
Name 40 "g_tTex1du4a"
Name 51 "g_tTex2df4a"
Name 54 "c4"
Name 61 "o2"
Name 66 "g_tTex2di4a"
Name 76 "g_tTex2du4a"
Name 84 "PS_OUTPUT"
MemberName 84(PS_OUTPUT) 0 "Color"
MemberName 84(PS_OUTPUT) 1 "Depth"
Name 86 "psout"
Name 96 "Color"
Name 100 "Depth"
Name 106 "g_sSamp"
Name 109 "g_tTex1df4"
Name 112 "g_tTex1di4"
Name 115 "g_tTex1du4"
Name 118 "g_tTex2df4"
Name 121 "g_tTex2di4"
Name 124 "g_tTex2du4"
Name 127 "g_tTex3df4"
Name 130 "g_tTex3di4"
Name 133 "g_tTex3du4"
Name 136 "g_tTexcdf4"
Name 139 "g_tTexcdi4"
Name 142 "g_tTexcdu4"
Name 145 "g_tTexcdf4a"
Name 148 "g_tTexcdi4a"
Name 151 "g_tTexcdu4a"
Name 152 "c1"
Name 153 "c2"
Name 154 "o3"
Name 155 "o4"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 35 "g_tTex1di4a"
Name 47 "g_tTex1du4a"
Name 60 "g_tTex2df4a"
Name 77 "g_tTex2di4a"
Name 89 "g_tTex2du4a"
Name 99 "PS_OUTPUT"
MemberName 99(PS_OUTPUT) 0 "Color"
MemberName 99(PS_OUTPUT) 1 "Depth"
Name 101 "psout"
Name 111 "Color"
Name 115 "Depth"
Name 121 "g_sSamp"
Name 124 "g_tTex1df4"
Name 127 "g_tTex1di4"
Name 130 "g_tTex1du4"
Name 133 "g_tTex2df4"
Name 136 "g_tTex2di4"
Name 139 "g_tTex2du4"
Name 142 "g_tTex3df4"
Name 145 "g_tTex3di4"
Name 148 "g_tTex3du4"
Name 151 "g_tTexcdf4"
Name 154 "g_tTexcdi4"
Name 157 "g_tTexcdu4"
Name 160 "g_tTexcdf4a"
Name 163 "g_tTexcdi4a"
Name 166 "g_tTexcdu4a"
Decorate 9(g_tTex1df4a) DescriptorSet 0
Decorate 29(g_tTex1di4a) DescriptorSet 0
Decorate 40(g_tTex1du4a) DescriptorSet 0
Decorate 51(g_tTex2df4a) DescriptorSet 0
Decorate 66(g_tTex2di4a) DescriptorSet 0
Decorate 76(g_tTex2du4a) DescriptorSet 0
Decorate 96(Color) Location 0
Decorate 100(Depth) BuiltIn FragDepth
Decorate 106(g_sSamp) DescriptorSet 0
Decorate 106(g_sSamp) Binding 0
Decorate 109(g_tTex1df4) DescriptorSet 0
Decorate 109(g_tTex1df4) Binding 0
Decorate 112(g_tTex1di4) DescriptorSet 0
Decorate 115(g_tTex1du4) DescriptorSet 0
Decorate 118(g_tTex2df4) DescriptorSet 0
Decorate 121(g_tTex2di4) DescriptorSet 0
Decorate 124(g_tTex2du4) DescriptorSet 0
Decorate 127(g_tTex3df4) DescriptorSet 0
Decorate 130(g_tTex3di4) DescriptorSet 0
Decorate 133(g_tTex3du4) DescriptorSet 0
Decorate 136(g_tTexcdf4) DescriptorSet 0
Decorate 139(g_tTexcdi4) DescriptorSet 0
Decorate 142(g_tTexcdu4) DescriptorSet 0
Decorate 145(g_tTexcdf4a) DescriptorSet 0
Decorate 148(g_tTexcdi4a) DescriptorSet 0
Decorate 151(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 35(g_tTex1di4a) DescriptorSet 0
Decorate 47(g_tTex1du4a) DescriptorSet 0
Decorate 60(g_tTex2df4a) DescriptorSet 0
Decorate 77(g_tTex2di4a) DescriptorSet 0
Decorate 89(g_tTex2du4a) DescriptorSet 0
Decorate 111(Color) Location 0
Decorate 115(Depth) BuiltIn FragDepth
Decorate 121(g_sSamp) DescriptorSet 0
Decorate 121(g_sSamp) Binding 0
Decorate 124(g_tTex1df4) DescriptorSet 0
Decorate 124(g_tTex1df4) Binding 0
Decorate 127(g_tTex1di4) DescriptorSet 0
Decorate 130(g_tTex1du4) DescriptorSet 0
Decorate 133(g_tTex2df4) DescriptorSet 0
Decorate 136(g_tTex2di4) DescriptorSet 0
Decorate 139(g_tTex2du4) DescriptorSet 0
Decorate 142(g_tTex3df4) DescriptorSet 0
Decorate 145(g_tTex3di4) DescriptorSet 0
Decorate 148(g_tTex3du4) DescriptorSet 0
Decorate 151(g_tTexcdf4) DescriptorSet 0
Decorate 154(g_tTexcdi4) DescriptorSet 0
Decorate 157(g_tTexcdu4) DescriptorSet 0
Decorate 160(g_tTexcdf4a) DescriptorSet 0
Decorate 163(g_tTexcdi4a) DescriptorSet 0
Decorate 166(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -409,155 +515,166 @@ gl_FragCoord origin is upper left
8: TypePointer UniformConstant 7
9(g_tTex1df4a): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 3
13: TypePointer UniformConstant 12(ivec3)
14(c3): 13(ptr) Variable UniformConstant
15: TypeVector 11(int) 2
18: TypeInt 32 0
19: 18(int) Constant 2
20: TypePointer UniformConstant 11(int)
23(o1): 20(ptr) Variable UniformConstant
25: TypeVector 6(float) 4
27: TypeImage 11(int) 1D array sampled format:Unknown
28: TypePointer UniformConstant 27
29(g_tTex1di4a): 28(ptr) Variable UniformConstant
36: TypeVector 11(int) 4
38: TypeImage 18(int) 1D array sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex1du4a): 39(ptr) Variable UniformConstant
47: TypeVector 18(int) 4
49: TypeImage 6(float) 2D array sampled format:Unknown
50: TypePointer UniformConstant 49
51(g_tTex2df4a): 50(ptr) Variable UniformConstant
53: TypePointer UniformConstant 36(ivec4)
54(c4): 53(ptr) Variable UniformConstant
57: 18(int) Constant 3
60: TypePointer UniformConstant 15(ivec2)
61(o2): 60(ptr) Variable UniformConstant
64: TypeImage 11(int) 2D array sampled format:Unknown
65: TypePointer UniformConstant 64
66(g_tTex2di4a): 65(ptr) Variable UniformConstant
74: TypeImage 18(int) 2D array sampled format:Unknown
75: TypePointer UniformConstant 74
76(g_tTex2du4a): 75(ptr) Variable UniformConstant
84(PS_OUTPUT): TypeStruct 25(fvec4) 6(float)
85: TypePointer Function 84(PS_OUTPUT)
87: 11(int) Constant 0
88: 6(float) Constant 1065353216
89: 25(fvec4) ConstantComposite 88 88 88 88
90: TypePointer Function 25(fvec4)
92: 11(int) Constant 1
93: TypePointer Function 6(float)
95: TypePointer Output 25(fvec4)
96(Color): 95(ptr) Variable Output
99: TypePointer Output 6(float)
100(Depth): 99(ptr) Variable Output
104: TypeSampler
105: TypePointer UniformConstant 104
106(g_sSamp): 105(ptr) Variable UniformConstant
107: TypeImage 6(float) 1D sampled format:Unknown
108: TypePointer UniformConstant 107
109(g_tTex1df4): 108(ptr) Variable UniformConstant
110: TypeImage 11(int) 1D sampled format:Unknown
111: TypePointer UniformConstant 110
112(g_tTex1di4): 111(ptr) Variable UniformConstant
113: TypeImage 18(int) 1D sampled format:Unknown
114: TypePointer UniformConstant 113
115(g_tTex1du4): 114(ptr) Variable UniformConstant
116: TypeImage 6(float) 2D sampled format:Unknown
117: TypePointer UniformConstant 116
118(g_tTex2df4): 117(ptr) Variable UniformConstant
119: TypeImage 11(int) 2D sampled format:Unknown
12: TypeVector 11(int) 2
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 2
19: TypePointer Uniform 13(ivec3)
23: TypeInt 32 0
24: 23(int) Constant 2
25: TypePointer Uniform 11(int)
28: 11(int) Constant 4
31: TypeVector 6(float) 4
33: TypeImage 11(int) 1D array sampled format:Unknown
34: TypePointer UniformConstant 33
35(g_tTex1di4a): 34(ptr) Variable UniformConstant
45: TypeImage 23(int) 1D array sampled format:Unknown
46: TypePointer UniformConstant 45
47(g_tTex1du4a): 46(ptr) Variable UniformConstant
56: TypeVector 23(int) 4
58: TypeImage 6(float) 2D array sampled format:Unknown
59: TypePointer UniformConstant 58
60(g_tTex2df4a): 59(ptr) Variable UniformConstant
62: 11(int) Constant 3
63: TypePointer Uniform 14(ivec4)
67: 23(int) Constant 3
70: 11(int) Constant 5
71: TypePointer Uniform 12(ivec2)
75: TypeImage 11(int) 2D array sampled format:Unknown
76: TypePointer UniformConstant 75
77(g_tTex2di4a): 76(ptr) Variable UniformConstant
87: TypeImage 23(int) 2D array sampled format:Unknown
88: TypePointer UniformConstant 87
89(g_tTex2du4a): 88(ptr) Variable UniformConstant
99(PS_OUTPUT): TypeStruct 31(fvec4) 6(float)
100: TypePointer Function 99(PS_OUTPUT)
102: 11(int) Constant 0
103: 6(float) Constant 1065353216
104: 31(fvec4) ConstantComposite 103 103 103 103
105: TypePointer Function 31(fvec4)
107: 11(int) Constant 1
108: TypePointer Function 6(float)
110: TypePointer Output 31(fvec4)
111(Color): 110(ptr) Variable Output
114: TypePointer Output 6(float)
115(Depth): 114(ptr) Variable Output
119: TypeSampler
120: TypePointer UniformConstant 119
121(g_tTex2di4): 120(ptr) Variable UniformConstant
122: TypeImage 18(int) 2D sampled format:Unknown
121(g_sSamp): 120(ptr) Variable UniformConstant
122: TypeImage 6(float) 1D sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTex2du4): 123(ptr) Variable UniformConstant
125: TypeImage 6(float) 3D sampled format:Unknown
124(g_tTex1df4): 123(ptr) Variable UniformConstant
125: TypeImage 11(int) 1D sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTex3df4): 126(ptr) Variable UniformConstant
128: TypeImage 11(int) 3D sampled format:Unknown
127(g_tTex1di4): 126(ptr) Variable UniformConstant
128: TypeImage 23(int) 1D sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTex3di4): 129(ptr) Variable UniformConstant
131: TypeImage 18(int) 3D sampled format:Unknown
130(g_tTex1du4): 129(ptr) Variable UniformConstant
131: TypeImage 6(float) 2D sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTex3du4): 132(ptr) Variable UniformConstant
134: TypeImage 6(float) Cube sampled format:Unknown
133(g_tTex2df4): 132(ptr) Variable UniformConstant
134: TypeImage 11(int) 2D sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTexcdf4): 135(ptr) Variable UniformConstant
137: TypeImage 11(int) Cube sampled format:Unknown
136(g_tTex2di4): 135(ptr) Variable UniformConstant
137: TypeImage 23(int) 2D sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTexcdi4): 138(ptr) Variable UniformConstant
140: TypeImage 18(int) Cube sampled format:Unknown
139(g_tTex2du4): 138(ptr) Variable UniformConstant
140: TypeImage 6(float) 3D sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTexcdu4): 141(ptr) Variable UniformConstant
143: TypeImage 6(float) Cube array sampled format:Unknown
142(g_tTex3df4): 141(ptr) Variable UniformConstant
143: TypeImage 11(int) 3D sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTexcdf4a): 144(ptr) Variable UniformConstant
146: TypeImage 11(int) Cube array sampled format:Unknown
145(g_tTex3di4): 144(ptr) Variable UniformConstant
146: TypeImage 23(int) 3D sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTexcdi4a): 147(ptr) Variable UniformConstant
149: TypeImage 18(int) Cube array sampled format:Unknown
148(g_tTex3du4): 147(ptr) Variable UniformConstant
149: TypeImage 6(float) Cube sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTexcdu4a): 150(ptr) Variable UniformConstant
152(c1): 20(ptr) Variable UniformConstant
153(c2): 60(ptr) Variable UniformConstant
154(o3): 13(ptr) Variable UniformConstant
155(o4): 53(ptr) Variable UniformConstant
151(g_tTexcdf4): 150(ptr) Variable UniformConstant
152: TypeImage 11(int) Cube sampled format:Unknown
153: TypePointer UniformConstant 152
154(g_tTexcdi4): 153(ptr) Variable UniformConstant
155: TypeImage 23(int) Cube sampled format:Unknown
156: TypePointer UniformConstant 155
157(g_tTexcdu4): 156(ptr) Variable UniformConstant
158: TypeImage 6(float) Cube array sampled format:Unknown
159: TypePointer UniformConstant 158
160(g_tTexcdf4a): 159(ptr) Variable UniformConstant
161: TypeImage 11(int) Cube array sampled format:Unknown
162: TypePointer UniformConstant 161
163(g_tTexcdi4a): 162(ptr) Variable UniformConstant
164: TypeImage 23(int) Cube array sampled format:Unknown
165: TypePointer UniformConstant 164
166(g_tTexcdu4a): 165(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
86(psout): 85(ptr) Variable Function
101(psout): 100(ptr) Variable Function
10: 7 Load 9(g_tTex1df4a)
16: 12(ivec3) Load 14(c3)
17: 15(ivec2) VectorShuffle 16 16 0 1
21: 20(ptr) AccessChain 14(c3) 19
22: 11(int) Load 21
24: 11(int) Load 23(o1)
26: 25(fvec4) ImageFetch 10 17 Lod Offset 22 24
30: 27 Load 29(g_tTex1di4a)
31: 12(ivec3) Load 14(c3)
32: 15(ivec2) VectorShuffle 31 31 0 1
33: 20(ptr) AccessChain 14(c3) 19
34: 11(int) Load 33
35: 11(int) Load 23(o1)
37: 36(ivec4) ImageFetch 30 32 Lod Offset 34 35
41: 38 Load 40(g_tTex1du4a)
42: 12(ivec3) Load 14(c3)
43: 15(ivec2) VectorShuffle 42 42 0 1
44: 20(ptr) AccessChain 14(c3) 19
45: 11(int) Load 44
46: 11(int) Load 23(o1)
48: 47(ivec4) ImageFetch 41 43 Lod Offset 45 46
52: 49 Load 51(g_tTex2df4a)
55: 36(ivec4) Load 54(c4)
56: 12(ivec3) VectorShuffle 55 55 0 1 2
58: 20(ptr) AccessChain 54(c4) 57
59: 11(int) Load 58
62: 15(ivec2) Load 61(o2)
63: 25(fvec4) ImageFetch 52 56 Lod Offset 59 62
67: 64 Load 66(g_tTex2di4a)
68: 36(ivec4) Load 54(c4)
69: 12(ivec3) VectorShuffle 68 68 0 1 2
70: 20(ptr) AccessChain 54(c4) 57
71: 11(int) Load 70
72: 15(ivec2) Load 61(o2)
73: 36(ivec4) ImageFetch 67 69 Lod Offset 71 72
77: 74 Load 76(g_tTex2du4a)
78: 36(ivec4) Load 54(c4)
79: 12(ivec3) VectorShuffle 78 78 0 1 2
80: 20(ptr) AccessChain 54(c4) 57
81: 11(int) Load 80
82: 15(ivec2) Load 61(o2)
83: 47(ivec4) ImageFetch 77 79 Lod Offset 81 82
91: 90(ptr) AccessChain 86(psout) 87
Store 91 89
94: 93(ptr) AccessChain 86(psout) 92
Store 94 88
97: 90(ptr) AccessChain 86(psout) 87
98: 25(fvec4) Load 97
Store 96(Color) 98
101: 93(ptr) AccessChain 86(psout) 92
102: 6(float) Load 101
Store 100(Depth) 102
20: 19(ptr) AccessChain 17 18
21: 13(ivec3) Load 20
22: 12(ivec2) VectorShuffle 21 21 0 1
26: 25(ptr) AccessChain 17 18 24
27: 11(int) Load 26
29: 25(ptr) AccessChain 17 28
30: 11(int) Load 29
32: 31(fvec4) ImageFetch 10 22 Lod Offset 27 30
36: 33 Load 35(g_tTex1di4a)
37: 19(ptr) AccessChain 17 18
38: 13(ivec3) Load 37
39: 12(ivec2) VectorShuffle 38 38 0 1
40: 25(ptr) AccessChain 17 18 24
41: 11(int) Load 40
42: 25(ptr) AccessChain 17 28
43: 11(int) Load 42
44: 14(ivec4) ImageFetch 36 39 Lod Offset 41 43
48: 45 Load 47(g_tTex1du4a)
49: 19(ptr) AccessChain 17 18
50: 13(ivec3) Load 49
51: 12(ivec2) VectorShuffle 50 50 0 1
52: 25(ptr) AccessChain 17 18 24
53: 11(int) Load 52
54: 25(ptr) AccessChain 17 28
55: 11(int) Load 54
57: 56(ivec4) ImageFetch 48 51 Lod Offset 53 55
61: 58 Load 60(g_tTex2df4a)
64: 63(ptr) AccessChain 17 62
65: 14(ivec4) Load 64
66: 13(ivec3) VectorShuffle 65 65 0 1 2
68: 25(ptr) AccessChain 17 62 67
69: 11(int) Load 68
72: 71(ptr) AccessChain 17 70
73: 12(ivec2) Load 72
74: 31(fvec4) ImageFetch 61 66 Lod Offset 69 73
78: 75 Load 77(g_tTex2di4a)
79: 63(ptr) AccessChain 17 62
80: 14(ivec4) Load 79
81: 13(ivec3) VectorShuffle 80 80 0 1 2
82: 25(ptr) AccessChain 17 62 67
83: 11(int) Load 82
84: 71(ptr) AccessChain 17 70
85: 12(ivec2) Load 84
86: 14(ivec4) ImageFetch 78 81 Lod Offset 83 85
90: 87 Load 89(g_tTex2du4a)
91: 63(ptr) AccessChain 17 62
92: 14(ivec4) Load 91
93: 13(ivec3) VectorShuffle 92 92 0 1 2
94: 25(ptr) AccessChain 17 62 67
95: 11(int) Load 94
96: 71(ptr) AccessChain 17 70
97: 12(ivec2) Load 96
98: 56(ivec4) ImageFetch 90 93 Lod Offset 95 97
106: 105(ptr) AccessChain 101(psout) 102
Store 106 104
109: 108(ptr) AccessChain 101(psout) 107
Store 109 103
112: 105(ptr) AccessChain 101(psout) 102
113: 31(fvec4) Load 112
Store 111(Color) 113
116: 108(ptr) AccessChain 101(psout) 107
117: 6(float) Load 116
Store 115(Depth) 117
Return
FunctionEnd

View File

@ -2,12 +2,7 @@ hlsl.matType.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 1-component vector of float)
0:1 'f1' (global 1-component vector of float)
0:1 Constant:
0:1 1.000000
0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inFloat1' (in 1-component vector of float)
0:9 'inScalar' (in float)
@ -15,12 +10,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
0:? 'f1' (global 1-component vector of float)
0:? 'fmat11' (global 1X1 matrix of float)
0:? 'fmat41' (global 4X1 matrix of float)
0:? 'fmat12' (global 1X2 matrix of float)
0:? 'dmat23' (global 2X3 matrix of double)
0:? 'int44' (global 4X4 matrix of int)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44})
Linked fragment stage:
@ -29,12 +19,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 1-component vector of float)
0:1 'f1' (global 1-component vector of float)
0:1 Constant:
0:1 1.000000
0:9 Function Definition: ShaderFunction(vf1;f1; (global 1-component vector of float)
0:9 Function Definition: ShaderFunction(vf1;f1; (temp 1-component vector of float)
0:9 Function Parameters:
0:9 'inFloat1' (in 1-component vector of float)
0:9 'inScalar' (in float)
@ -42,16 +27,11 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' (in 1-component vector of float)
0:? Linker Objects
0:? 'f1' (global 1-component vector of float)
0:? 'fmat11' (global 1X1 matrix of float)
0:? 'fmat41' (global 4X1 matrix of float)
0:? 'fmat12' (global 1X2 matrix of float)
0:? 'dmat23' (global 2X3 matrix of double)
0:? 'int44' (global 4X4 matrix of int)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 1-component vector of float f1, layout(offset=16 ) uniform 1X1 matrix of float fmat11, layout(offset=32 ) uniform 4X1 matrix of float fmat41, layout(offset=48 ) uniform 1X2 matrix of float fmat12, layout(offset=80 ) uniform 2X3 matrix of double dmat23, layout(offset=128 ) uniform 4X4 matrix of int int44})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 40
// Id's are bound by 30
Capability Shader
Capability Float64
@ -63,49 +43,42 @@ gl_FragCoord origin is upper left
Name 11 "ShaderFunction(vf1;f1;"
Name 9 "inFloat1"
Name 10 "inScalar"
Name 14 "f1"
Name 22 "fmat11"
Name 25 "fmat41"
Name 29 "fmat12"
Name 34 "dmat23"
Name 39 "int44"
Name 27 "$Global"
MemberName 27($Global) 0 "f1"
MemberName 27($Global) 1 "fmat11"
MemberName 27($Global) 2 "fmat41"
MemberName 27($Global) 3 "fmat12"
MemberName 27($Global) 4 "dmat23"
MemberName 27($Global) 5 "int44"
Name 29 ""
Decorate 27($Global) Block
Decorate 29 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypePointer Function 6(float)
8: TypeFunction 6(float) 7(ptr) 7(ptr)
13: TypePointer Private 6(float)
14(f1): 13(ptr) Variable Private
15: 6(float) Constant 1065353216
19: TypeVector 6(float) 1
20: TypeMatrix 19(fvec) 1
21: TypePointer Private 20
22(fmat11): 21(ptr) Variable Private
23: TypeMatrix 19(fvec) 4
24: TypePointer Private 23
25(fmat41): 24(ptr) Variable Private
26: TypeVector 6(float) 2
27: TypeMatrix 26(fvec2) 1
28: TypePointer Private 27
29(fmat12): 28(ptr) Variable Private
30: TypeFloat 64
31: TypeVector 30(float) 3
32: TypeMatrix 31(fvec3) 2
33: TypePointer Private 32
34(dmat23): 33(ptr) Variable Private
35: TypeInt 32 1
36: TypeVector 35(int) 4
37: TypeMatrix 36(ivec4) 4
38: TypePointer Private 37
39(int44): 38(ptr) Variable Private
16: TypeVector 6(float) 1
17: TypeMatrix 16(fvec) 1
18: TypeMatrix 16(fvec) 4
19: TypeVector 6(float) 2
20: TypeMatrix 19(fvec2) 1
21: TypeFloat 64
22: TypeVector 21(float) 3
23: TypeMatrix 22(fvec3) 2
24: TypeInt 32 1
25: TypeVector 24(int) 4
26: TypeMatrix 25(ivec4) 4
27($Global): TypeStruct 6(float) 17 18 20 23 26
28: TypePointer Uniform 27($Global)
29: 28(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
Store 14(f1) 15
FunctionEnd
11(ShaderFunction(vf1;f1;): 6(float) Function None 8
9(inFloat1): 7(ptr) FunctionParameter
10(inScalar): 7(ptr) FunctionParameter
12: Label
16: 6(float) Load 9(inFloat1)
ReturnValue 16
13: 6(float) Load 9(inFloat1)
ReturnValue 13
FunctionEnd

View File

@ -2,7 +2,7 @@ hlsl.matrixindex.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:22 Sequence
@ -94,13 +94,22 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 'idx' (uniform int)
0:43 idx: direct index for structure (layout(offset=0 ) uniform int)
0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child (temp 2-component vector of float)
0:44 'r0c' (temp 2-component vector of float)
0:44 indirect index (temp 2-component vector of float)
0:44 'um' (uniform 3X2 matrix of float)
0:44 'idx' (uniform int)
0:44 indirect index (layout(offset=16 ) temp 2-component vector of float)
0:44 um: direct index for structure (layout(offset=16 ) uniform 3X2 matrix of float)
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout(offset=0 ) uniform int)
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child (temp 4-component vector of float)
0:47 Color: direct index for structure (temp 4-component vector of float)
0:47 'psout' (temp structure{temp 4-component vector of float Color})
@ -118,9 +127,8 @@ gl_FragCoord origin is upper left
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
0:? 'idx' (uniform int)
0:? 'um' (uniform 3X2 matrix of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
Linked fragment stage:
@ -129,7 +137,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:10 Function Parameters:
0:? Sequence
0:22 Sequence
@ -221,13 +229,22 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 'idx' (uniform int)
0:43 idx: direct index for structure (layout(offset=0 ) uniform int)
0:43 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child (temp 2-component vector of float)
0:44 'r0c' (temp 2-component vector of float)
0:44 indirect index (temp 2-component vector of float)
0:44 'um' (uniform 3X2 matrix of float)
0:44 'idx' (uniform int)
0:44 indirect index (layout(offset=16 ) temp 2-component vector of float)
0:44 um: direct index for structure (layout(offset=16 ) uniform 3X2 matrix of float)
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout(offset=0 ) uniform int)
0:44 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child (temp 4-component vector of float)
0:47 Color: direct index for structure (temp 4-component vector of float)
0:47 'psout' (temp structure{temp 4-component vector of float Color})
@ -245,18 +262,17 @@ gl_FragCoord origin is upper left
0:48 0 (const int)
0:48 Branch: Return
0:? Linker Objects
0:? 'idx' (uniform int)
0:? 'um' (uniform 3X2 matrix of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int idx, layout(offset=16 ) uniform 3X2 matrix of float um})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 75
// Id's are bound by 78
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 71
EntryPoint Fragment 4 "main" 74
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "e1_00"
@ -275,15 +291,23 @@ gl_FragCoord origin is upper left
Name 36 "r1a"
Name 38 "r2a"
Name 40 "r0b"
Name 48 "idx"
Name 51 "indexable"
Name 54 "r0c"
Name 56 "um"
Name 62 "PS_OUTPUT"
MemberName 62(PS_OUTPUT) 0 "Color"
Name 64 "psout"
Name 71 "Color"
Decorate 71(Color) Location 0
Name 47 "$Global"
MemberName 47($Global) 0 "idx"
MemberName 47($Global) 1 "um"
Name 49 ""
Name 55 "indexable"
Name 58 "r0c"
Name 66 "PS_OUTPUT"
MemberName 66(PS_OUTPUT) 0 "Color"
Name 68 "psout"
Name 74 "Color"
MemberDecorate 47($Global) 0 Offset 0
MemberDecorate 47($Global) 1 RowMajor
MemberDecorate 47($Global) 1 Offset 16
MemberDecorate 47($Global) 1 MatrixStride 16
Decorate 47($Global) Block
Decorate 49 DescriptorSet 0
Decorate 74(Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -311,19 +335,20 @@ gl_FragCoord origin is upper left
44: 32(fvec2) ConstantComposite 29 31
45: 41 ConstantComposite 42 43 44
46: TypeInt 32 1
47: TypePointer UniformConstant 46(int)
48(idx): 47(ptr) Variable UniformConstant
50: TypePointer Function 41
55: TypePointer UniformConstant 41
56(um): 55(ptr) Variable UniformConstant
58: TypePointer UniformConstant 32(fvec2)
61: TypeVector 6(float) 4
62(PS_OUTPUT): TypeStruct 61(fvec4)
63: TypePointer Function 62(PS_OUTPUT)
65: 46(int) Constant 0
68: TypePointer Function 61(fvec4)
70: TypePointer Output 61(fvec4)
71(Color): 70(ptr) Variable Output
47($Global): TypeStruct 46(int) 41
48: TypePointer Uniform 47($Global)
49: 48(ptr) Variable Uniform
50: 46(int) Constant 0
51: TypePointer Uniform 46(int)
54: TypePointer Function 41
59: 46(int) Constant 1
62: TypePointer Uniform 32(fvec2)
65: TypeVector 6(float) 4
66(PS_OUTPUT): TypeStruct 65(fvec4)
67: TypePointer Function 66(PS_OUTPUT)
71: TypePointer Function 65(fvec4)
73: TypePointer Output 65(fvec4)
74(Color): 73(ptr) Variable Output
4(main): 2 Function None 3
5: Label
8(e1_00): 7(ptr) Variable Function
@ -342,9 +367,9 @@ gl_FragCoord origin is upper left
36(r1a): 33(ptr) Variable Function
38(r2a): 33(ptr) Variable Function
40(r0b): 33(ptr) Variable Function
51(indexable): 50(ptr) Variable Function
54(r0c): 33(ptr) Variable Function
64(psout): 63(ptr) Variable Function
55(indexable): 54(ptr) Variable Function
58(r0c): 33(ptr) Variable Function
68(psout): 67(ptr) Variable Function
Store 8(e1_00) 9
Store 10(e1_01) 11
Store 12(e1_10) 13
@ -360,21 +385,23 @@ gl_FragCoord origin is upper left
Store 34(r0a) 35
Store 36(r1a) 37
Store 38(r2a) 39
49: 46(int) Load 48(idx)
Store 51(indexable) 45
52: 33(ptr) AccessChain 51(indexable) 49
53: 32(fvec2) Load 52
Store 40(r0b) 53
57: 46(int) Load 48(idx)
59: 58(ptr) AccessChain 56(um) 57
60: 32(fvec2) Load 59
Store 54(r0c) 60
66: 6(float) Load 26(e2_11)
67: 61(fvec4) CompositeConstruct 66 66 66 66
69: 68(ptr) AccessChain 64(psout) 65
Store 69 67
72: 68(ptr) AccessChain 64(psout) 65
73: 61(fvec4) Load 72
Store 71(Color) 73
52: 51(ptr) AccessChain 49 50
53: 46(int) Load 52
Store 55(indexable) 45
56: 33(ptr) AccessChain 55(indexable) 53
57: 32(fvec2) Load 56
Store 40(r0b) 57
60: 51(ptr) AccessChain 49 50
61: 46(int) Load 60
63: 62(ptr) AccessChain 49 59 61
64: 32(fvec2) Load 63
Store 58(r0c) 64
69: 6(float) Load 26(e2_11)
70: 65(fvec4) CompositeConstruct 69 69 69 69
72: 71(ptr) AccessChain 68(psout) 50
Store 72 70
75: 71(ptr) AccessChain 68(psout) 50
76: 65(fvec4) Load 75
Store 74(Color) 76
Return
FunctionEnd

View File

@ -2,7 +2,7 @@ hlsl.max.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)
@ -26,7 +26,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input1' (layout(location=0 ) in 4-component vector of float)
0:2 'input2' (layout(location=1 ) in 4-component vector of float)

View File

@ -1,7 +1,7 @@
hlsl.multiEntry.vert
Shader version: 450
0:? Sequence
0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float)
0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'Index' (in uint)
0:? Sequence
@ -10,14 +10,14 @@ Shader version: 450
0:5 'Position' (uniform samplerBuffer)
0:5 Convert uint to int (temp int)
0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
0:9 Function Parameters:
0:9 'Index' (in uint VertexIndex)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float)
0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float)
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects
@ -31,7 +31,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:4 Function Definition: FakeEntrypoint(u1; (global 4-component vector of float)
0:4 Function Definition: FakeEntrypoint(u1; (temp 4-component vector of float)
0:4 Function Parameters:
0:4 'Index' (in uint)
0:? Sequence
@ -40,14 +40,14 @@ Shader version: 450
0:5 'Position' (uniform samplerBuffer)
0:5 Convert uint to int (temp int)
0:5 'Index' (in uint)
0:9 Function Definition: RealEntrypoint(u1; (global 4-component vector of float Position)
0:9 Function Definition: RealEntrypoint(u1; (temp 4-component vector of float Position)
0:9 Function Parameters:
0:9 'Index' (in uint VertexIndex)
0:? Sequence
0:10 Sequence
0:10 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:10 Function Call: FakeEntrypoint(u1; (global 4-component vector of float)
0:10 Function Call: FakeEntrypoint(u1; (temp 4-component vector of float)
0:10 'Index' (in uint VertexIndex)
0:10 Branch: Return
0:? Linker Objects

View File

@ -2,7 +2,7 @@ hlsl.numericsuffixes.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (global structure{temp 4-component vector of float color})
0:5 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
@ -77,7 +77,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: main( (global structure{temp 4-component vector of float color})
0:5 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence

View File

@ -2,349 +2,349 @@ hlsl.overload.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo1(d1;b1; (global void)
0:2 Function Definition: foo1(d1;b1; (temp void)
0:2 Function Parameters:
0:2 'a' (in double)
0:2 'b' (in bool)
0:3 Function Definition: foo1(d1;u1; (global void)
0:3 Function Definition: foo1(d1;u1; (temp void)
0:3 Function Parameters:
0:3 'a' (in double)
0:3 'b' (in uint)
0:4 Function Definition: foo1(d1;i1; (global void)
0:4 Function Definition: foo1(d1;i1; (temp void)
0:4 Function Parameters:
0:4 'a' (in double)
0:4 'b' (in int)
0:5 Function Definition: foo1(d1;f1; (global void)
0:5 Function Definition: foo1(d1;f1; (temp void)
0:5 Function Parameters:
0:5 'a' (in double)
0:5 'b' (in float)
0:6 Function Definition: foo1(d1;d1; (global void)
0:6 Function Definition: foo1(d1;d1; (temp void)
0:6 Function Parameters:
0:6 'a' (in double)
0:6 'b' (in double)
0:9 Function Definition: foo2(i1;b1; (global void)
0:9 Function Definition: foo2(i1;b1; (temp void)
0:9 Function Parameters:
0:9 'a' (in int)
0:9 'b' (in bool)
0:10 Function Definition: foo2(i1;u1; (global void)
0:10 Function Definition: foo2(i1;u1; (temp void)
0:10 Function Parameters:
0:10 'a' (in int)
0:10 'b' (in uint)
0:11 Function Definition: foo2(i1;i1; (global void)
0:11 Function Definition: foo2(i1;i1; (temp void)
0:11 Function Parameters:
0:11 'a' (in int)
0:11 'b' (in int)
0:12 Function Definition: foo2(i1;f1; (global void)
0:12 Function Definition: foo2(i1;f1; (temp void)
0:12 Function Parameters:
0:12 'a' (in int)
0:12 'b' (in float)
0:13 Function Definition: foo2(i1;d1; (global void)
0:13 Function Definition: foo2(i1;d1; (temp void)
0:13 Function Parameters:
0:13 'a' (in int)
0:13 'b' (in double)
0:16 Function Definition: foo3(b1; (global void)
0:16 Function Definition: foo3(b1; (temp void)
0:16 Function Parameters:
0:16 'b' (in bool)
0:17 Function Definition: foo4(u1; (global void)
0:17 Function Definition: foo4(u1; (temp void)
0:17 Function Parameters:
0:17 'b' (in uint)
0:18 Function Definition: foo5(i1; (global void)
0:18 Function Definition: foo5(i1; (temp void)
0:18 Function Parameters:
0:18 'b' (in int)
0:19 Function Definition: foo6(f1; (global void)
0:19 Function Definition: foo6(f1; (temp void)
0:19 Function Parameters:
0:19 'b' (in float)
0:20 Function Definition: foo7(d1; (global void)
0:20 Function Definition: foo7(d1; (temp void)
0:20 Function Parameters:
0:20 'b' (in double)
0:23 Function Definition: foo8(f1; (global void)
0:23 Function Definition: foo8(f1; (temp void)
0:23 Function Parameters:
0:23 '' (in float)
0:24 Function Definition: foo8(d1; (global void)
0:24 Function Definition: foo8(d1; (temp void)
0:24 Function Parameters:
0:24 '' (in double)
0:25 Function Definition: foo9(i1; (global void)
0:25 Function Definition: foo9(i1; (temp void)
0:25 Function Parameters:
0:25 '' (in int)
0:26 Function Definition: foo9(u1; (global void)
0:26 Function Definition: foo9(u1; (temp void)
0:26 Function Parameters:
0:26 '' (in uint)
0:27 Function Definition: foo10(b1; (global void)
0:27 Function Definition: foo10(b1; (temp void)
0:27 Function Parameters:
0:27 '' (in bool)
0:28 Function Definition: foo10(i1; (global void)
0:28 Function Definition: foo10(i1; (temp void)
0:28 Function Parameters:
0:28 '' (in int)
0:31 Function Definition: foo11(vf3; (global void)
0:31 Function Definition: foo11(vf3; (temp void)
0:31 Function Parameters:
0:31 '' (in 3-component vector of float)
0:32 Function Definition: foo11(d1; (global void)
0:32 Function Definition: foo11(d1; (temp void)
0:32 Function Parameters:
0:32 '' (in double)
0:33 Function Definition: foo11(vi3; (global void)
0:33 Function Definition: foo11(vi3; (temp void)
0:33 Function Parameters:
0:33 '' (in 3-component vector of int)
0:34 Function Definition: foo11(u1; (global void)
0:34 Function Definition: foo11(u1; (temp void)
0:34 Function Parameters:
0:34 '' (in uint)
0:35 Function Definition: foo12(vf1; (global void)
0:35 Function Definition: foo12(vf1; (temp void)
0:35 Function Parameters:
0:35 '' (in 1-component vector of float)
0:36 Function Definition: foo12(vd3; (global void)
0:36 Function Definition: foo12(vd3; (temp void)
0:36 Function Parameters:
0:36 '' (in 3-component vector of double)
0:37 Function Definition: foo16(u1; (global void)
0:37 Function Definition: foo16(u1; (temp void)
0:37 Function Parameters:
0:37 '' (in uint)
0:38 Function Definition: foo16(vu2; (global void)
0:38 Function Definition: foo16(vu2; (temp void)
0:38 Function Parameters:
0:38 '' (in 2-component vector of uint)
0:41 Function Definition: foo13(vf3; (global void)
0:41 Function Definition: foo13(vf3; (temp void)
0:41 Function Parameters:
0:41 '' (in 3-component vector of float)
0:42 Function Definition: foo14(vi1; (global void)
0:42 Function Definition: foo14(vi1; (temp void)
0:42 Function Parameters:
0:42 '' (in 1-component vector of int)
0:43 Function Definition: foo15(vb1; (global void)
0:43 Function Definition: foo15(vb1; (temp void)
0:43 Function Parameters:
0:43 '' (in 1-component vector of bool)
0:46 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:46 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:46 Function Parameters:
0:46 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:53 Function Call: foo1(d1;b1; (global void)
0:53 Function Call: foo1(d1;b1; (temp void)
0:53 'd' (temp double)
0:53 'b' (temp bool)
0:54 Function Call: foo1(d1;d1; (global void)
0:54 Function Call: foo1(d1;d1; (temp void)
0:54 'd' (temp double)
0:54 'd' (temp double)
0:55 Function Call: foo1(d1;u1; (global void)
0:55 Function Call: foo1(d1;u1; (temp void)
0:55 'd' (temp double)
0:55 'u' (temp uint)
0:56 Function Call: foo1(d1;i1; (global void)
0:56 Function Call: foo1(d1;i1; (temp void)
0:56 'd' (temp double)
0:56 'i' (temp int)
0:57 Function Call: foo1(d1;f1; (global void)
0:57 Function Call: foo1(d1;f1; (temp void)
0:57 'd' (temp double)
0:57 'f' (temp float)
0:59 Function Call: foo1(d1;b1; (global void)
0:59 Function Call: foo1(d1;b1; (temp void)
0:59 Convert float to double (temp double)
0:59 'f' (temp float)
0:59 'b' (temp bool)
0:60 Function Call: foo1(d1;d1; (global void)
0:60 Function Call: foo1(d1;d1; (temp void)
0:60 Convert float to double (temp double)
0:60 'f' (temp float)
0:60 'd' (temp double)
0:61 Function Call: foo1(d1;u1; (global void)
0:61 Function Call: foo1(d1;u1; (temp void)
0:61 Convert float to double (temp double)
0:61 'f' (temp float)
0:61 'u' (temp uint)
0:62 Function Call: foo1(d1;i1; (global void)
0:62 Function Call: foo1(d1;i1; (temp void)
0:62 Convert float to double (temp double)
0:62 'f' (temp float)
0:62 'i' (temp int)
0:63 Function Call: foo1(d1;f1; (global void)
0:63 Function Call: foo1(d1;f1; (temp void)
0:63 Convert float to double (temp double)
0:63 'f' (temp float)
0:63 'f' (temp float)
0:65 Function Call: foo1(d1;b1; (global void)
0:65 Function Call: foo1(d1;b1; (temp void)
0:65 Convert uint to double (temp double)
0:65 'u' (temp uint)
0:65 'b' (temp bool)
0:66 Function Call: foo1(d1;d1; (global void)
0:66 Function Call: foo1(d1;d1; (temp void)
0:66 Convert uint to double (temp double)
0:66 'u' (temp uint)
0:66 'd' (temp double)
0:67 Function Call: foo1(d1;u1; (global void)
0:67 Function Call: foo1(d1;u1; (temp void)
0:67 Convert uint to double (temp double)
0:67 'u' (temp uint)
0:67 'u' (temp uint)
0:68 Function Call: foo1(d1;i1; (global void)
0:68 Function Call: foo1(d1;i1; (temp void)
0:68 Convert uint to double (temp double)
0:68 'u' (temp uint)
0:68 'i' (temp int)
0:69 Function Call: foo1(d1;f1; (global void)
0:69 Function Call: foo1(d1;f1; (temp void)
0:69 Convert uint to double (temp double)
0:69 'u' (temp uint)
0:69 'f' (temp float)
0:71 Function Call: foo1(d1;b1; (global void)
0:71 Function Call: foo1(d1;b1; (temp void)
0:71 Convert int to double (temp double)
0:71 'i' (temp int)
0:71 'b' (temp bool)
0:72 Function Call: foo1(d1;d1; (global void)
0:72 Function Call: foo1(d1;d1; (temp void)
0:72 Convert int to double (temp double)
0:72 'i' (temp int)
0:72 'd' (temp double)
0:73 Function Call: foo1(d1;u1; (global void)
0:73 Function Call: foo1(d1;u1; (temp void)
0:73 Convert int to double (temp double)
0:73 'i' (temp int)
0:73 'u' (temp uint)
0:74 Function Call: foo1(d1;i1; (global void)
0:74 Function Call: foo1(d1;i1; (temp void)
0:74 Convert int to double (temp double)
0:74 'i' (temp int)
0:74 'i' (temp int)
0:75 Function Call: foo1(d1;f1; (global void)
0:75 Function Call: foo1(d1;f1; (temp void)
0:75 Convert int to double (temp double)
0:75 'i' (temp int)
0:75 'f' (temp float)
0:77 Function Call: foo2(i1;b1; (global void)
0:77 Function Call: foo2(i1;b1; (temp void)
0:77 Convert uint to int (temp int)
0:77 'u' (temp uint)
0:77 'b' (temp bool)
0:78 Function Call: foo2(i1;d1; (global void)
0:78 Function Call: foo2(i1;d1; (temp void)
0:78 Convert uint to int (temp int)
0:78 'u' (temp uint)
0:78 'd' (temp double)
0:79 Function Call: foo2(i1;u1; (global void)
0:79 Function Call: foo2(i1;u1; (temp void)
0:79 Convert uint to int (temp int)
0:79 'u' (temp uint)
0:79 'u' (temp uint)
0:80 Function Call: foo2(i1;i1; (global void)
0:80 Function Call: foo2(i1;i1; (temp void)
0:80 Convert uint to int (temp int)
0:80 'u' (temp uint)
0:80 'i' (temp int)
0:81 Function Call: foo2(i1;f1; (global void)
0:81 Function Call: foo2(i1;f1; (temp void)
0:81 Convert uint to int (temp int)
0:81 'u' (temp uint)
0:81 'f' (temp float)
0:83 Function Call: foo2(i1;b1; (global void)
0:83 Function Call: foo2(i1;b1; (temp void)
0:83 'i' (temp int)
0:83 'b' (temp bool)
0:84 Function Call: foo2(i1;d1; (global void)
0:84 Function Call: foo2(i1;d1; (temp void)
0:84 'i' (temp int)
0:84 'd' (temp double)
0:85 Function Call: foo2(i1;u1; (global void)
0:85 Function Call: foo2(i1;u1; (temp void)
0:85 'i' (temp int)
0:85 'u' (temp uint)
0:86 Function Call: foo2(i1;i1; (global void)
0:86 Function Call: foo2(i1;i1; (temp void)
0:86 'i' (temp int)
0:86 'i' (temp int)
0:87 Function Call: foo2(i1;f1; (global void)
0:87 Function Call: foo2(i1;f1; (temp void)
0:87 'i' (temp int)
0:87 'f' (temp float)
0:89 Function Call: foo3(b1; (global void)
0:89 Function Call: foo3(b1; (temp void)
0:89 'b' (temp bool)
0:90 Function Call: foo3(b1; (global void)
0:90 Function Call: foo3(b1; (temp void)
0:90 Convert double to bool (temp bool)
0:90 'd' (temp double)
0:91 Function Call: foo3(b1; (global void)
0:91 Function Call: foo3(b1; (temp void)
0:91 Convert uint to bool (temp bool)
0:91 'u' (temp uint)
0:92 Function Call: foo3(b1; (global void)
0:92 Function Call: foo3(b1; (temp void)
0:92 Convert int to bool (temp bool)
0:92 'i' (temp int)
0:93 Function Call: foo3(b1; (global void)
0:93 Function Call: foo3(b1; (temp void)
0:93 Convert float to bool (temp bool)
0:93 'f' (temp float)
0:95 Function Call: foo4(u1; (global void)
0:95 Function Call: foo4(u1; (temp void)
0:95 Convert bool to uint (temp uint)
0:95 'b' (temp bool)
0:96 Function Call: foo4(u1; (global void)
0:96 Function Call: foo4(u1; (temp void)
0:96 Convert double to uint (temp uint)
0:96 'd' (temp double)
0:97 Function Call: foo4(u1; (global void)
0:97 Function Call: foo4(u1; (temp void)
0:97 'u' (temp uint)
0:98 Function Call: foo4(u1; (global void)
0:98 Function Call: foo4(u1; (temp void)
0:98 Convert int to uint (temp uint)
0:98 'i' (temp int)
0:99 Function Call: foo4(u1; (global void)
0:99 Function Call: foo4(u1; (temp void)
0:99 Convert float to uint (temp uint)
0:99 'f' (temp float)
0:101 Function Call: foo5(i1; (global void)
0:101 Function Call: foo5(i1; (temp void)
0:101 Convert bool to int (temp int)
0:101 'b' (temp bool)
0:102 Function Call: foo5(i1; (global void)
0:102 Function Call: foo5(i1; (temp void)
0:102 Convert double to int (temp int)
0:102 'd' (temp double)
0:103 Function Call: foo5(i1; (global void)
0:103 Function Call: foo5(i1; (temp void)
0:103 Convert uint to int (temp int)
0:103 'u' (temp uint)
0:104 Function Call: foo5(i1; (global void)
0:104 Function Call: foo5(i1; (temp void)
0:104 'i' (temp int)
0:105 Function Call: foo5(i1; (global void)
0:105 Function Call: foo5(i1; (temp void)
0:105 Convert float to int (temp int)
0:105 'f' (temp float)
0:107 Function Call: foo6(f1; (global void)
0:107 Function Call: foo6(f1; (temp void)
0:107 Convert bool to float (temp float)
0:107 'b' (temp bool)
0:108 Function Call: foo6(f1; (global void)
0:108 Function Call: foo6(f1; (temp void)
0:108 Convert double to float (temp float)
0:108 'd' (temp double)
0:109 Function Call: foo6(f1; (global void)
0:109 Function Call: foo6(f1; (temp void)
0:109 Convert uint to float (temp float)
0:109 'u' (temp uint)
0:110 Function Call: foo6(f1; (global void)
0:110 Function Call: foo6(f1; (temp void)
0:110 Convert int to float (temp float)
0:110 'i' (temp int)
0:111 Function Call: foo6(f1; (global void)
0:111 Function Call: foo6(f1; (temp void)
0:111 'f' (temp float)
0:113 Function Call: foo7(d1; (global void)
0:113 Function Call: foo7(d1; (temp void)
0:113 Convert bool to double (temp double)
0:113 'b' (temp bool)
0:114 Function Call: foo7(d1; (global void)
0:114 Function Call: foo7(d1; (temp void)
0:114 'd' (temp double)
0:115 Function Call: foo7(d1; (global void)
0:115 Function Call: foo7(d1; (temp void)
0:115 Convert uint to double (temp double)
0:115 'u' (temp uint)
0:116 Function Call: foo7(d1; (global void)
0:116 Function Call: foo7(d1; (temp void)
0:116 Convert int to double (temp double)
0:116 'i' (temp int)
0:117 Function Call: foo7(d1; (global void)
0:117 Function Call: foo7(d1; (temp void)
0:117 Convert float to double (temp double)
0:117 'f' (temp float)
0:119 Function Call: foo8(f1; (global void)
0:119 Function Call: foo8(f1; (temp void)
0:119 Convert bool to float (temp float)
0:119 'b' (temp bool)
0:120 Function Call: foo8(f1; (global void)
0:120 Function Call: foo8(f1; (temp void)
0:120 Convert uint to float (temp float)
0:120 'u' (temp uint)
0:121 Function Call: foo8(f1; (global void)
0:121 Function Call: foo8(f1; (temp void)
0:121 Convert int to float (temp float)
0:121 'i' (temp int)
0:123 Function Call: foo9(i1; (global void)
0:123 Function Call: foo9(i1; (temp void)
0:123 Convert bool to int (temp int)
0:123 'b' (temp bool)
0:124 Function Call: foo9(u1; (global void)
0:124 Function Call: foo9(u1; (temp void)
0:124 Convert float to uint (temp uint)
0:124 'f' (temp float)
0:125 Function Call: foo9(u1; (global void)
0:125 Function Call: foo9(u1; (temp void)
0:125 Convert double to uint (temp uint)
0:125 'd' (temp double)
0:127 Function Call: foo10(i1; (global void)
0:127 Function Call: foo10(i1; (temp void)
0:127 Convert uint to int (temp int)
0:127 'u' (temp uint)
0:128 Function Call: foo10(i1; (global void)
0:128 Function Call: foo10(i1; (temp void)
0:128 Convert float to int (temp int)
0:128 'f' (temp float)
0:129 Function Call: foo10(i1; (global void)
0:129 Function Call: foo10(i1; (temp void)
0:129 Convert double to int (temp int)
0:129 'd' (temp double)
0:131 Function Call: foo11(u1; (global void)
0:131 Function Call: foo11(u1; (temp void)
0:131 Convert bool to uint (temp uint)
0:131 'b' (temp bool)
0:132 Function Call: foo11(d1; (global void)
0:132 Function Call: foo11(d1; (temp void)
0:132 Convert float to double (temp double)
0:132 'f' (temp float)
0:133 Function Call: foo12(vd3; (global void)
0:133 Function Call: foo12(vd3; (temp void)
0:133 Convert float to double (temp 3-component vector of double)
0:133 Construct vec3 (temp 3-component vector of float)
0:133 'f' (temp float)
0:134 Function Call: foo16(vu2; (global void)
0:134 Function Call: foo16(vu2; (temp void)
0:? Convert int to uint (temp 2-component vector of uint)
0:? Construct ivec2 (temp 2-component vector of int)
0:134 'i' (temp int)
0:134 'i' (temp int)
0:136 Function Call: foo13(vf3; (global void)
0:136 Function Call: foo13(vf3; (temp void)
0:136 Construct vec3 (in 3-component vector of float)
0:136 'f' (temp float)
0:137 Function Call: foo14(vi1; (global void)
0:137 Function Call: foo14(vi1; (temp void)
0:137 Construct int (in 1-component vector of int)
0:137 Construct ivec4 (temp 4-component vector of int)
0:137 'i' (temp int)
0:138 Function Call: foo15(vb1; (global void)
0:138 Function Call: foo15(vb1; (temp void)
0:138 Construct bool (in 1-component vector of bool)
0:138 'b' (temp bool)
0:139 Function Call: foo15(vb1; (global void)
0:139 Function Call: foo15(vb1; (temp void)
0:139 Construct bool (in 1-component vector of bool)
0:139 Construct bvec3 (temp 3-component vector of bool)
0:139 'b' (temp bool)
@ -364,349 +364,349 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: foo1(d1;b1; (global void)
0:2 Function Definition: foo1(d1;b1; (temp void)
0:2 Function Parameters:
0:2 'a' (in double)
0:2 'b' (in bool)
0:3 Function Definition: foo1(d1;u1; (global void)
0:3 Function Definition: foo1(d1;u1; (temp void)
0:3 Function Parameters:
0:3 'a' (in double)
0:3 'b' (in uint)
0:4 Function Definition: foo1(d1;i1; (global void)
0:4 Function Definition: foo1(d1;i1; (temp void)
0:4 Function Parameters:
0:4 'a' (in double)
0:4 'b' (in int)
0:5 Function Definition: foo1(d1;f1; (global void)
0:5 Function Definition: foo1(d1;f1; (temp void)
0:5 Function Parameters:
0:5 'a' (in double)
0:5 'b' (in float)
0:6 Function Definition: foo1(d1;d1; (global void)
0:6 Function Definition: foo1(d1;d1; (temp void)
0:6 Function Parameters:
0:6 'a' (in double)
0:6 'b' (in double)
0:9 Function Definition: foo2(i1;b1; (global void)
0:9 Function Definition: foo2(i1;b1; (temp void)
0:9 Function Parameters:
0:9 'a' (in int)
0:9 'b' (in bool)
0:10 Function Definition: foo2(i1;u1; (global void)
0:10 Function Definition: foo2(i1;u1; (temp void)
0:10 Function Parameters:
0:10 'a' (in int)
0:10 'b' (in uint)
0:11 Function Definition: foo2(i1;i1; (global void)
0:11 Function Definition: foo2(i1;i1; (temp void)
0:11 Function Parameters:
0:11 'a' (in int)
0:11 'b' (in int)
0:12 Function Definition: foo2(i1;f1; (global void)
0:12 Function Definition: foo2(i1;f1; (temp void)
0:12 Function Parameters:
0:12 'a' (in int)
0:12 'b' (in float)
0:13 Function Definition: foo2(i1;d1; (global void)
0:13 Function Definition: foo2(i1;d1; (temp void)
0:13 Function Parameters:
0:13 'a' (in int)
0:13 'b' (in double)
0:16 Function Definition: foo3(b1; (global void)
0:16 Function Definition: foo3(b1; (temp void)
0:16 Function Parameters:
0:16 'b' (in bool)
0:17 Function Definition: foo4(u1; (global void)
0:17 Function Definition: foo4(u1; (temp void)
0:17 Function Parameters:
0:17 'b' (in uint)
0:18 Function Definition: foo5(i1; (global void)
0:18 Function Definition: foo5(i1; (temp void)
0:18 Function Parameters:
0:18 'b' (in int)
0:19 Function Definition: foo6(f1; (global void)
0:19 Function Definition: foo6(f1; (temp void)
0:19 Function Parameters:
0:19 'b' (in float)
0:20 Function Definition: foo7(d1; (global void)
0:20 Function Definition: foo7(d1; (temp void)
0:20 Function Parameters:
0:20 'b' (in double)
0:23 Function Definition: foo8(f1; (global void)
0:23 Function Definition: foo8(f1; (temp void)
0:23 Function Parameters:
0:23 '' (in float)
0:24 Function Definition: foo8(d1; (global void)
0:24 Function Definition: foo8(d1; (temp void)
0:24 Function Parameters:
0:24 '' (in double)
0:25 Function Definition: foo9(i1; (global void)
0:25 Function Definition: foo9(i1; (temp void)
0:25 Function Parameters:
0:25 '' (in int)
0:26 Function Definition: foo9(u1; (global void)
0:26 Function Definition: foo9(u1; (temp void)
0:26 Function Parameters:
0:26 '' (in uint)
0:27 Function Definition: foo10(b1; (global void)
0:27 Function Definition: foo10(b1; (temp void)
0:27 Function Parameters:
0:27 '' (in bool)
0:28 Function Definition: foo10(i1; (global void)
0:28 Function Definition: foo10(i1; (temp void)
0:28 Function Parameters:
0:28 '' (in int)
0:31 Function Definition: foo11(vf3; (global void)
0:31 Function Definition: foo11(vf3; (temp void)
0:31 Function Parameters:
0:31 '' (in 3-component vector of float)
0:32 Function Definition: foo11(d1; (global void)
0:32 Function Definition: foo11(d1; (temp void)
0:32 Function Parameters:
0:32 '' (in double)
0:33 Function Definition: foo11(vi3; (global void)
0:33 Function Definition: foo11(vi3; (temp void)
0:33 Function Parameters:
0:33 '' (in 3-component vector of int)
0:34 Function Definition: foo11(u1; (global void)
0:34 Function Definition: foo11(u1; (temp void)
0:34 Function Parameters:
0:34 '' (in uint)
0:35 Function Definition: foo12(vf1; (global void)
0:35 Function Definition: foo12(vf1; (temp void)
0:35 Function Parameters:
0:35 '' (in 1-component vector of float)
0:36 Function Definition: foo12(vd3; (global void)
0:36 Function Definition: foo12(vd3; (temp void)
0:36 Function Parameters:
0:36 '' (in 3-component vector of double)
0:37 Function Definition: foo16(u1; (global void)
0:37 Function Definition: foo16(u1; (temp void)
0:37 Function Parameters:
0:37 '' (in uint)
0:38 Function Definition: foo16(vu2; (global void)
0:38 Function Definition: foo16(vu2; (temp void)
0:38 Function Parameters:
0:38 '' (in 2-component vector of uint)
0:41 Function Definition: foo13(vf3; (global void)
0:41 Function Definition: foo13(vf3; (temp void)
0:41 Function Parameters:
0:41 '' (in 3-component vector of float)
0:42 Function Definition: foo14(vi1; (global void)
0:42 Function Definition: foo14(vi1; (temp void)
0:42 Function Parameters:
0:42 '' (in 1-component vector of int)
0:43 Function Definition: foo15(vb1; (global void)
0:43 Function Definition: foo15(vb1; (temp void)
0:43 Function Parameters:
0:43 '' (in 1-component vector of bool)
0:46 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:46 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:46 Function Parameters:
0:46 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
0:53 Function Call: foo1(d1;b1; (global void)
0:53 Function Call: foo1(d1;b1; (temp void)
0:53 'd' (temp double)
0:53 'b' (temp bool)
0:54 Function Call: foo1(d1;d1; (global void)
0:54 Function Call: foo1(d1;d1; (temp void)
0:54 'd' (temp double)
0:54 'd' (temp double)
0:55 Function Call: foo1(d1;u1; (global void)
0:55 Function Call: foo1(d1;u1; (temp void)
0:55 'd' (temp double)
0:55 'u' (temp uint)
0:56 Function Call: foo1(d1;i1; (global void)
0:56 Function Call: foo1(d1;i1; (temp void)
0:56 'd' (temp double)
0:56 'i' (temp int)
0:57 Function Call: foo1(d1;f1; (global void)
0:57 Function Call: foo1(d1;f1; (temp void)
0:57 'd' (temp double)
0:57 'f' (temp float)
0:59 Function Call: foo1(d1;b1; (global void)
0:59 Function Call: foo1(d1;b1; (temp void)
0:59 Convert float to double (temp double)
0:59 'f' (temp float)
0:59 'b' (temp bool)
0:60 Function Call: foo1(d1;d1; (global void)
0:60 Function Call: foo1(d1;d1; (temp void)
0:60 Convert float to double (temp double)
0:60 'f' (temp float)
0:60 'd' (temp double)
0:61 Function Call: foo1(d1;u1; (global void)
0:61 Function Call: foo1(d1;u1; (temp void)
0:61 Convert float to double (temp double)
0:61 'f' (temp float)
0:61 'u' (temp uint)
0:62 Function Call: foo1(d1;i1; (global void)
0:62 Function Call: foo1(d1;i1; (temp void)
0:62 Convert float to double (temp double)
0:62 'f' (temp float)
0:62 'i' (temp int)
0:63 Function Call: foo1(d1;f1; (global void)
0:63 Function Call: foo1(d1;f1; (temp void)
0:63 Convert float to double (temp double)
0:63 'f' (temp float)
0:63 'f' (temp float)
0:65 Function Call: foo1(d1;b1; (global void)
0:65 Function Call: foo1(d1;b1; (temp void)
0:65 Convert uint to double (temp double)
0:65 'u' (temp uint)
0:65 'b' (temp bool)
0:66 Function Call: foo1(d1;d1; (global void)
0:66 Function Call: foo1(d1;d1; (temp void)
0:66 Convert uint to double (temp double)
0:66 'u' (temp uint)
0:66 'd' (temp double)
0:67 Function Call: foo1(d1;u1; (global void)
0:67 Function Call: foo1(d1;u1; (temp void)
0:67 Convert uint to double (temp double)
0:67 'u' (temp uint)
0:67 'u' (temp uint)
0:68 Function Call: foo1(d1;i1; (global void)
0:68 Function Call: foo1(d1;i1; (temp void)
0:68 Convert uint to double (temp double)
0:68 'u' (temp uint)
0:68 'i' (temp int)
0:69 Function Call: foo1(d1;f1; (global void)
0:69 Function Call: foo1(d1;f1; (temp void)
0:69 Convert uint to double (temp double)
0:69 'u' (temp uint)
0:69 'f' (temp float)
0:71 Function Call: foo1(d1;b1; (global void)
0:71 Function Call: foo1(d1;b1; (temp void)
0:71 Convert int to double (temp double)
0:71 'i' (temp int)
0:71 'b' (temp bool)
0:72 Function Call: foo1(d1;d1; (global void)
0:72 Function Call: foo1(d1;d1; (temp void)
0:72 Convert int to double (temp double)
0:72 'i' (temp int)
0:72 'd' (temp double)
0:73 Function Call: foo1(d1;u1; (global void)
0:73 Function Call: foo1(d1;u1; (temp void)
0:73 Convert int to double (temp double)
0:73 'i' (temp int)
0:73 'u' (temp uint)
0:74 Function Call: foo1(d1;i1; (global void)
0:74 Function Call: foo1(d1;i1; (temp void)
0:74 Convert int to double (temp double)
0:74 'i' (temp int)
0:74 'i' (temp int)
0:75 Function Call: foo1(d1;f1; (global void)
0:75 Function Call: foo1(d1;f1; (temp void)
0:75 Convert int to double (temp double)
0:75 'i' (temp int)
0:75 'f' (temp float)
0:77 Function Call: foo2(i1;b1; (global void)
0:77 Function Call: foo2(i1;b1; (temp void)
0:77 Convert uint to int (temp int)
0:77 'u' (temp uint)
0:77 'b' (temp bool)
0:78 Function Call: foo2(i1;d1; (global void)
0:78 Function Call: foo2(i1;d1; (temp void)
0:78 Convert uint to int (temp int)
0:78 'u' (temp uint)
0:78 'd' (temp double)
0:79 Function Call: foo2(i1;u1; (global void)
0:79 Function Call: foo2(i1;u1; (temp void)
0:79 Convert uint to int (temp int)
0:79 'u' (temp uint)
0:79 'u' (temp uint)
0:80 Function Call: foo2(i1;i1; (global void)
0:80 Function Call: foo2(i1;i1; (temp void)
0:80 Convert uint to int (temp int)
0:80 'u' (temp uint)
0:80 'i' (temp int)
0:81 Function Call: foo2(i1;f1; (global void)
0:81 Function Call: foo2(i1;f1; (temp void)
0:81 Convert uint to int (temp int)
0:81 'u' (temp uint)
0:81 'f' (temp float)
0:83 Function Call: foo2(i1;b1; (global void)
0:83 Function Call: foo2(i1;b1; (temp void)
0:83 'i' (temp int)
0:83 'b' (temp bool)
0:84 Function Call: foo2(i1;d1; (global void)
0:84 Function Call: foo2(i1;d1; (temp void)
0:84 'i' (temp int)
0:84 'd' (temp double)
0:85 Function Call: foo2(i1;u1; (global void)
0:85 Function Call: foo2(i1;u1; (temp void)
0:85 'i' (temp int)
0:85 'u' (temp uint)
0:86 Function Call: foo2(i1;i1; (global void)
0:86 Function Call: foo2(i1;i1; (temp void)
0:86 'i' (temp int)
0:86 'i' (temp int)
0:87 Function Call: foo2(i1;f1; (global void)
0:87 Function Call: foo2(i1;f1; (temp void)
0:87 'i' (temp int)
0:87 'f' (temp float)
0:89 Function Call: foo3(b1; (global void)
0:89 Function Call: foo3(b1; (temp void)
0:89 'b' (temp bool)
0:90 Function Call: foo3(b1; (global void)
0:90 Function Call: foo3(b1; (temp void)
0:90 Convert double to bool (temp bool)
0:90 'd' (temp double)
0:91 Function Call: foo3(b1; (global void)
0:91 Function Call: foo3(b1; (temp void)
0:91 Convert uint to bool (temp bool)
0:91 'u' (temp uint)
0:92 Function Call: foo3(b1; (global void)
0:92 Function Call: foo3(b1; (temp void)
0:92 Convert int to bool (temp bool)
0:92 'i' (temp int)
0:93 Function Call: foo3(b1; (global void)
0:93 Function Call: foo3(b1; (temp void)
0:93 Convert float to bool (temp bool)
0:93 'f' (temp float)
0:95 Function Call: foo4(u1; (global void)
0:95 Function Call: foo4(u1; (temp void)
0:95 Convert bool to uint (temp uint)
0:95 'b' (temp bool)
0:96 Function Call: foo4(u1; (global void)
0:96 Function Call: foo4(u1; (temp void)
0:96 Convert double to uint (temp uint)
0:96 'd' (temp double)
0:97 Function Call: foo4(u1; (global void)
0:97 Function Call: foo4(u1; (temp void)
0:97 'u' (temp uint)
0:98 Function Call: foo4(u1; (global void)
0:98 Function Call: foo4(u1; (temp void)
0:98 Convert int to uint (temp uint)
0:98 'i' (temp int)
0:99 Function Call: foo4(u1; (global void)
0:99 Function Call: foo4(u1; (temp void)
0:99 Convert float to uint (temp uint)
0:99 'f' (temp float)
0:101 Function Call: foo5(i1; (global void)
0:101 Function Call: foo5(i1; (temp void)
0:101 Convert bool to int (temp int)
0:101 'b' (temp bool)
0:102 Function Call: foo5(i1; (global void)
0:102 Function Call: foo5(i1; (temp void)
0:102 Convert double to int (temp int)
0:102 'd' (temp double)
0:103 Function Call: foo5(i1; (global void)
0:103 Function Call: foo5(i1; (temp void)
0:103 Convert uint to int (temp int)
0:103 'u' (temp uint)
0:104 Function Call: foo5(i1; (global void)
0:104 Function Call: foo5(i1; (temp void)
0:104 'i' (temp int)
0:105 Function Call: foo5(i1; (global void)
0:105 Function Call: foo5(i1; (temp void)
0:105 Convert float to int (temp int)
0:105 'f' (temp float)
0:107 Function Call: foo6(f1; (global void)
0:107 Function Call: foo6(f1; (temp void)
0:107 Convert bool to float (temp float)
0:107 'b' (temp bool)
0:108 Function Call: foo6(f1; (global void)
0:108 Function Call: foo6(f1; (temp void)
0:108 Convert double to float (temp float)
0:108 'd' (temp double)
0:109 Function Call: foo6(f1; (global void)
0:109 Function Call: foo6(f1; (temp void)
0:109 Convert uint to float (temp float)
0:109 'u' (temp uint)
0:110 Function Call: foo6(f1; (global void)
0:110 Function Call: foo6(f1; (temp void)
0:110 Convert int to float (temp float)
0:110 'i' (temp int)
0:111 Function Call: foo6(f1; (global void)
0:111 Function Call: foo6(f1; (temp void)
0:111 'f' (temp float)
0:113 Function Call: foo7(d1; (global void)
0:113 Function Call: foo7(d1; (temp void)
0:113 Convert bool to double (temp double)
0:113 'b' (temp bool)
0:114 Function Call: foo7(d1; (global void)
0:114 Function Call: foo7(d1; (temp void)
0:114 'd' (temp double)
0:115 Function Call: foo7(d1; (global void)
0:115 Function Call: foo7(d1; (temp void)
0:115 Convert uint to double (temp double)
0:115 'u' (temp uint)
0:116 Function Call: foo7(d1; (global void)
0:116 Function Call: foo7(d1; (temp void)
0:116 Convert int to double (temp double)
0:116 'i' (temp int)
0:117 Function Call: foo7(d1; (global void)
0:117 Function Call: foo7(d1; (temp void)
0:117 Convert float to double (temp double)
0:117 'f' (temp float)
0:119 Function Call: foo8(f1; (global void)
0:119 Function Call: foo8(f1; (temp void)
0:119 Convert bool to float (temp float)
0:119 'b' (temp bool)
0:120 Function Call: foo8(f1; (global void)
0:120 Function Call: foo8(f1; (temp void)
0:120 Convert uint to float (temp float)
0:120 'u' (temp uint)
0:121 Function Call: foo8(f1; (global void)
0:121 Function Call: foo8(f1; (temp void)
0:121 Convert int to float (temp float)
0:121 'i' (temp int)
0:123 Function Call: foo9(i1; (global void)
0:123 Function Call: foo9(i1; (temp void)
0:123 Convert bool to int (temp int)
0:123 'b' (temp bool)
0:124 Function Call: foo9(u1; (global void)
0:124 Function Call: foo9(u1; (temp void)
0:124 Convert float to uint (temp uint)
0:124 'f' (temp float)
0:125 Function Call: foo9(u1; (global void)
0:125 Function Call: foo9(u1; (temp void)
0:125 Convert double to uint (temp uint)
0:125 'd' (temp double)
0:127 Function Call: foo10(i1; (global void)
0:127 Function Call: foo10(i1; (temp void)
0:127 Convert uint to int (temp int)
0:127 'u' (temp uint)
0:128 Function Call: foo10(i1; (global void)
0:128 Function Call: foo10(i1; (temp void)
0:128 Convert float to int (temp int)
0:128 'f' (temp float)
0:129 Function Call: foo10(i1; (global void)
0:129 Function Call: foo10(i1; (temp void)
0:129 Convert double to int (temp int)
0:129 'd' (temp double)
0:131 Function Call: foo11(u1; (global void)
0:131 Function Call: foo11(u1; (temp void)
0:131 Convert bool to uint (temp uint)
0:131 'b' (temp bool)
0:132 Function Call: foo11(d1; (global void)
0:132 Function Call: foo11(d1; (temp void)
0:132 Convert float to double (temp double)
0:132 'f' (temp float)
0:133 Function Call: foo12(vd3; (global void)
0:133 Function Call: foo12(vd3; (temp void)
0:133 Convert float to double (temp 3-component vector of double)
0:133 Construct vec3 (temp 3-component vector of float)
0:133 'f' (temp float)
0:134 Function Call: foo16(vu2; (global void)
0:134 Function Call: foo16(vu2; (temp void)
0:? Convert int to uint (temp 2-component vector of uint)
0:? Construct ivec2 (temp 2-component vector of int)
0:134 'i' (temp int)
0:134 'i' (temp int)
0:136 Function Call: foo13(vf3; (global void)
0:136 Function Call: foo13(vf3; (temp void)
0:136 Construct vec3 (in 3-component vector of float)
0:136 'f' (temp float)
0:137 Function Call: foo14(vi1; (global void)
0:137 Function Call: foo14(vi1; (temp void)
0:137 Construct int (in 1-component vector of int)
0:137 Construct ivec4 (temp 4-component vector of int)
0:137 'i' (temp int)
0:138 Function Call: foo15(vb1; (global void)
0:138 Function Call: foo15(vb1; (temp void)
0:138 Construct bool (in 1-component vector of bool)
0:138 'b' (temp bool)
0:139 Function Call: foo15(vb1; (global void)
0:139 Function Call: foo15(vb1; (temp void)
0:139 Construct bool (in 1-component vector of bool)
0:139 Construct bvec3 (temp 3-component vector of bool)
0:139 'b' (temp bool)

View File

@ -2,7 +2,7 @@ hlsl.pp.line.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence
@ -57,7 +57,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:4 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
0:? Sequence
0:124 Sequence

View File

@ -2,7 +2,7 @@ hlsl.precedence.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)
@ -59,7 +59,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (global 4-component vector of float)
0:7 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 'a2' (layout(location=1 ) in 4-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.precedence2.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)
@ -42,7 +42,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (global int)
0:7 Function Definition: PixelShaderFunction(i1;i1;i1;i1; (temp int)
0:7 Function Parameters:
0:7 'a1' (layout(location=0 ) in int)
0:7 'a2' (layout(location=1 ) in int)

View File

@ -2,11 +2,11 @@ hlsl.precise.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:6 Function Definition: MyFunction(f1;vf3; (global void)
0:6 Function Definition: MyFunction(f1;vf3; (temp void)
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)
@ -39,11 +39,11 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:6 Function Definition: MyFunction(f1;vf3; (global void)
0:6 Function Definition: MyFunction(f1;vf3; (temp void)
0:6 Function Parameters:
0:6 'myfloat' (noContraction in float)
0:6 'myfloat3' (noContraction out 3-component vector of float)
0:9 Function Definition: main( (global structure{noContraction temp 4-component vector of float color})
0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color})
0:9 Function Parameters:
0:? Sequence
0:11 move second child to first child (noContraction temp 4-component vector of float)

File diff suppressed because it is too large Load Diff

View File

@ -5,7 +5,7 @@ Linked vertex stage:
Uniform reflection:
anonMember3: offset 80, type 8b52, size 1, index 0
s.a: offset -1, type 1404, size 1, index -1
s.a: offset 0, type 1404, size 1, index 1
scalar: offset 12, type 1404, size 1, index 0
m23: offset 16, type 8b67, size 1, index 0
scalarAfterm23: offset 48, type 1404, size 1, index 0
@ -20,60 +20,57 @@ memf2: offset 60, type 8b56, size 1, index 0
memf3: offset 64, type 1404, size 1, index 0
memfloat2a: offset 72, type 8b50, size 1, index 0
m22: offset 80, type 8b5a, size 7, index 0
dm22: offset -1, type 8b5a, size 4, index -1
dm22: offset 32, type 8b5a, size 4, index 1
foo.n1.a: offset 0, type 1406, size 1, index 0
foo.n2.b: offset 16, type 1406, size 1, index 0
foo.n2.c: offset 20, type 1406, size 1, index 0
foo.n2.d: offset 24, type 1406, size 1, index 0
deepA[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepA[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[0].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[1].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[1].d2.d1[3].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[0].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[1].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[2].va: offset -1, type 8b50, size 2, index -1
deepB[0].d2.d1[3].va: offset -1, type 8b50, size 2, index -1
deepC[1].iv4: offset -1, type 8b52, size 1, index -1
deepC[1].d2.i: offset -1, type 1404, size 1, index -1
deepC[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepC[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepC[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepC[1].v3: offset -1, type 8b54, size 1, index -1
deepD[0].iv4: offset -1, type 8b52, size 1, index -1
deepD[0].d2.i: offset -1, type 1404, size 1, index -1
deepD[0].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepD[0].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepD[0].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepD[0].v3: offset -1, type 8b54, size 1, index -1
deepD[1].iv4: offset -1, type 8b52, size 1, index -1
deepD[1].d2.i: offset -1, type 1404, size 1, index -1
deepD[1].d2.d1[0].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[0].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[1].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[1].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[2].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[2].b: offset -1, type 8b56, size 1, index -1
deepD[1].d2.d1[3].va: offset -1, type 8b50, size 3, index -1
deepD[1].d2.d1[3].b: offset -1, type 8b56, size 1, index -1
deepD[1].v3: offset -1, type 8b54, size 1, index -1
deepA.d2.d1[2].va: offset 376, type 8b50, size 2, index 1
deepB.d2.d1.va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[0].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[1].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[2].va: offset 984, type 8b50, size 2, index 1
deepB.d2.d1[3].va: offset 984, type 8b50, size 2, index 1
deepC.iv4: offset 1568, type 8b52, size 1, index 1
deepC.d2.i: offset 1568, type 1404, size 1, index 1
deepC.d2.d1[0].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[0].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[1].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[1].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[2].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[2].b: offset 1568, type 8b56, size 1, index 1
deepC.d2.d1[3].va: offset 1568, type 8b50, size 3, index 1
deepC.d2.d1[3].b: offset 1568, type 8b56, size 1, index 1
deepC.v3: offset 1568, type 8b54, size 1, index 1
deepD[0].iv4: offset 2480, type 8b52, size 1, index 1
deepD[0].d2.i: offset 2480, type 1404, size 1, index 1
deepD[0].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1
deepD[0].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1
deepD[0].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1
deepD[0].v3: offset 2480, type 8b54, size 1, index 1
deepD[1].iv4: offset 2480, type 8b52, size 1, index 1
deepD[1].d2.i: offset 2480, type 1404, size 1, index 1
deepD[1].d2.d1[0].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[0].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[1].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[1].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[2].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[2].b: offset 2480, type 8b56, size 1, index 1
deepD[1].d2.d1[3].va: offset 2480, type 8b50, size 3, index 1
deepD[1].d2.d1[3].b: offset 2480, type 8b56, size 1, index 1
deepD[1].v3: offset 2480, type 8b54, size 1, index 1
foo: offset 0, type 1406, size 1, index 0
anonMember1: offset 0, type 8b51, size 1, index 0
uf1: offset -1, type 1406, size 1, index -1
uf1: offset 16, type 1406, size 1, index 1
Uniform block reflection:
: offset -1, type ffffffff, size 496, index -1
$Global: offset -1, type ffffffff, size 3088, index -1
Vertex attribute reflection:
attributeFloat: offset 0, type 1406, size 0, index 0

View File

@ -2,7 +2,7 @@ hlsl.sample.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
@ -158,7 +158,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence

View File

@ -4,7 +4,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)
@ -273,7 +273,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child (temp int)

View File

@ -2,7 +2,7 @@ hlsl.sample.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -179,7 +179,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -2,7 +2,7 @@ hlsl.sample.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
@ -134,7 +134,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplebias.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplebias.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -209,7 +209,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplebias.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -197,7 +197,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplebias.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
@ -146,7 +146,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmp.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -196,7 +196,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmp.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -187,7 +187,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmp.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -160,7 +160,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmp.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -166,7 +166,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -214,7 +214,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -205,7 +205,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -172,7 +172,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence
@ -178,7 +178,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:38 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
0:? Sequence
0:42 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplegrad.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
@ -212,7 +212,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplegrad.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -263,7 +263,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -1,7 +1,7 @@
hlsl.samplegrad.basic.dx10.vert
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
@ -247,7 +247,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplegrad.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -233,7 +233,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
@ -167,7 +167,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplelevel.array.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence
@ -176,7 +176,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:27 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplelevel.basic.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:32 Sequence
@ -210,7 +210,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:29 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
0:? Sequence
0:32 Sequence

View File

@ -1,7 +1,7 @@
hlsl.samplelevel.basic.dx10.vert
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence
@ -193,7 +193,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:27 Function Definition: main( (global structure{temp 4-component vector of float Pos})
0:27 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
0:27 Function Parameters:
0:? Sequence
0:30 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplelevel.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@ -197,7 +197,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:28 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence

View File

@ -2,7 +2,7 @@ hlsl.samplelevel.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
@ -146,7 +146,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
0:? Sequence
0:23 Sequence

View File

@ -2,7 +2,7 @@ hlsl.scope.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -47,7 +47,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global void)
0:2 Function Definition: PixelShaderFunction(vf4; (temp void)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,11 +2,11 @@ hlsl.semicolons.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: MyFunc( (global void)
0:2 Function Definition: MyFunc( (temp void)
0:2 Function Parameters:
0:8 Function Definition: MyFunc2( (global void)
0:8 Function Definition: MyFunc2( (temp void)
0:8 Function Parameters:
0:13 Function Definition: main( (global structure{temp 4-component vector of float color})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:13 Function Parameters:
0:? Sequence
0:16 move second child to first child (temp 4-component vector of float)
@ -38,11 +38,11 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: MyFunc( (global void)
0:2 Function Definition: MyFunc( (temp void)
0:2 Function Parameters:
0:8 Function Definition: MyFunc2( (global void)
0:8 Function Definition: MyFunc2( (temp void)
0:8 Function Parameters:
0:13 Function Definition: main( (global structure{temp 4-component vector of float color})
0:13 Function Definition: main( (temp structure{temp 4-component vector of float color})
0:13 Function Parameters:
0:? Sequence
0:16 move second child to first child (temp 4-component vector of float)

View File

@ -2,7 +2,7 @@ hlsl.shapeConv.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'f' (in float)
@ -117,7 +117,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4;f1; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4;f1; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (in 4-component vector of float)
0:2 'f' (in float)

View File

@ -2,7 +2,7 @@ hlsl.sin.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence
@ -23,7 +23,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:2 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float)
0:2 Function Parameters:
0:2 'input' (layout(location=0 ) in 4-component vector of float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.string.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main(f1; (global float)
0:10 Function Definition: main(f1; (temp float)
0:10 Function Parameters:
0:10 'f' (layout(location=0 ) in float)
0:? Sequence
@ -22,7 +22,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:10 Function Definition: main(f1; (global float)
0:10 Function Definition: main(f1; (temp float)
0:10 Function Parameters:
0:10 'f' (layout(location=0 ) in float)
0:? Sequence

View File

@ -2,7 +2,7 @@ hlsl.stringtoken.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
@ -26,8 +26,8 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
Linked fragment stage:
@ -36,7 +36,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:16 Function Definition: main( (global structure{temp 4-component vector of float Color})
0:16 Function Definition: main( (temp structure{temp 4-component vector of float Color})
0:16 Function Parameters:
0:? Sequence
0:18 move second child to first child (temp 4-component vector of float)
@ -60,12 +60,12 @@ gl_FragCoord origin is upper left
0:19 Branch: Return
0:? Linker Objects
0:? 'TestTexture' (uniform texture2D)
0:? 'TestUF' (uniform 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float TestUF})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 28
// Id's are bound by 29
Capability Shader
1: ExtInstImport "GLSL.std.450"
@ -78,9 +78,13 @@ gl_FragCoord origin is upper left
Name 10 "psout"
Name 19 "Color"
Name 25 "TestTexture"
Name 27 "TestUF"
Name 26 "$Global"
MemberName 26($Global) 0 "TestUF"
Name 28 ""
Decorate 19(Color) Location 0
Decorate 25(TestTexture) DescriptorSet 0
Decorate 26($Global) Block
Decorate 28 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -98,8 +102,9 @@ gl_FragCoord origin is upper left
23: TypeImage 6(float) 2D sampled format:Unknown
24: TypePointer UniformConstant 23
25(TestTexture): 24(ptr) Variable UniformConstant
26: TypePointer UniformConstant 7(fvec4)
27(TestUF): 26(ptr) Variable UniformConstant
26($Global): TypeStruct 7(fvec4)
27: TypePointer Uniform 26($Global)
28: 27(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
10(psout): 9(ptr) Variable Function

View File

@ -6,7 +6,7 @@ WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@ -16,7 +16,10 @@ gl_FragCoord origin is upper left
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
@ -26,11 +29,8 @@ gl_FragCoord origin is upper left
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
@ -48,7 +48,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float)
0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float)
0:34 Function Parameters:
0:34 'input' (layout(location=0 ) in 4-component vector of float)
0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@ -58,7 +58,10 @@ gl_FragCoord origin is upper left
0:39 's3' (temp structure{temp 3-component vector of bool b3})
0:40 move second child to first child (temp 4-component vector of float)
0:40 i: direct index for structure (temp 4-component vector of float)
0:40 's2' (global structure{temp 4-component vector of float i})
0:40 s2: direct index for structure (layout(offset=48 ) uniform structure{temp 4-component vector of float i})
0:40 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:40 Constant:
0:40 1 (const uint)
0:40 Constant:
0:40 0 (const int)
0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float)
@ -68,11 +71,8 @@ gl_FragCoord origin is upper left
0:42 'input' (layout(location=0 ) in 4-component vector of float)
0:42 Branch: Return
0:? Linker Objects
0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
0:? 's2' (global structure{temp 4-component vector of float i})
0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform structure{temp 4-component vector of float i} s2, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'a' (layout(location=1 ) smooth in 4-component vector of float)
0:? 'b' (layout(location=2 ) flat in bool)
@ -85,98 +85,104 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 52
// Id's are bound by 49
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51
EntryPoint Fragment 4 "PixelShaderFunction" 29 34 35 38 40 42 45 46 47 48
ExecutionMode 4 OriginUpperLeft
Name 4 "PixelShaderFunction"
Name 8 "FS"
MemberName 8(FS) 0 "b3"
Name 10 "s3"
Name 19 ""
MemberName 19 0 "i"
Name 21 "s2"
Name 25 "ff4"
Name 30 "@entryPointOutput"
Name 31 "input"
Name 34 "myS"
MemberName 34(myS) 0 "b"
MemberName 34(myS) 1 "c"
MemberName 34(myS) 2 "a"
MemberName 34(myS) 3 "d"
Name 36 "s1"
Name 39 "ff5"
Name 40 "ff6"
Name 41 "a"
Name 43 "b"
Name 45 "c"
Name 48 "d"
Name 49 "ff1"
Name 50 "ff2"
Name 51 "ff3"
Decorate 25(ff4) Offset 4
Decorate 25(ff4) Location 7
Decorate 25(ff4) Binding 0
Decorate 30(@entryPointOutput) Location 0
Decorate 31(input) Location 0
Decorate 39(ff5) Offset 20
Decorate 39(ff5) Binding 5
Decorate 40(ff6) Offset 36
Decorate 40(ff6) Binding 8
Decorate 41(a) Location 1
Decorate 43(b) Flat
Decorate 43(b) Location 2
Decorate 45(c) NoPerspective
Decorate 45(c) Centroid
Decorate 45(c) Location 3
Decorate 48(d) Centroid
Decorate 48(d) Location 4
Decorate 49(ff1) BuiltIn FrontFacing
Decorate 50(ff2) Offset 4
Decorate 50(ff2) Location 5
Decorate 51(ff3) Offset 4
Decorate 51(ff3) Location 6
Decorate 51(ff3) Binding 0
Name 20 "myS"
MemberName 20(myS) 0 "b"
MemberName 20(myS) 1 "c"
MemberName 20(myS) 2 "a"
MemberName 20(myS) 3 "d"
Name 21 ""
MemberName 21 0 "i"
Name 22 "$Global"
MemberName 22($Global) 0 "s1"
MemberName 22($Global) 1 "s2"
MemberName 22($Global) 2 "ff5"
MemberName 22($Global) 3 "ff6"
Name 24 ""
Name 29 "ff4"
Name 34 "@entryPointOutput"
Name 35 "input"
Name 38 "a"
Name 40 "b"
Name 42 "c"
Name 45 "d"
Name 46 "ff1"
Name 47 "ff2"
Name 48 "ff3"
MemberDecorate 20(myS) 0 Offset 0
MemberDecorate 20(myS) 1 Offset 4
MemberDecorate 20(myS) 2 Offset 16
MemberDecorate 20(myS) 3 Offset 32
MemberDecorate 21 0 Offset 0
MemberDecorate 22($Global) 0 Offset 0
MemberDecorate 22($Global) 1 Offset 48
MemberDecorate 22($Global) 2 Offset 1620
MemberDecorate 22($Global) 3 Offset 1636
Decorate 22($Global) Block
Decorate 24 DescriptorSet 0
Decorate 29(ff4) Offset 4
Decorate 29(ff4) Location 7
Decorate 29(ff4) Binding 0
Decorate 34(@entryPointOutput) Location 0
Decorate 35(input) Location 0
Decorate 38(a) Location 1
Decorate 40(b) Flat
Decorate 40(b) Location 2
Decorate 42(c) NoPerspective
Decorate 42(c) Centroid
Decorate 42(c) Location 3
Decorate 45(d) Centroid
Decorate 45(d) Location 4
Decorate 46(ff1) BuiltIn FrontFacing
Decorate 47(ff2) Offset 4
Decorate 47(ff2) Location 5
Decorate 48(ff3) Offset 4
Decorate 48(ff3) Location 6
Decorate 48(ff3) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeBool
7: TypeVector 6(bool) 3
8(FS): TypeStruct 7(bvec3)
9: TypePointer Function 8(FS)
17: TypeFloat 32
18: TypeVector 17(float) 4
19: TypeStruct 18(fvec4)
20: TypePointer Private 19(struct)
21(s2): 20(ptr) Variable Private
22: TypeInt 32 1
23: 22(int) Constant 0
24: TypePointer Input 18(fvec4)
25(ff4): 24(ptr) Variable Input
27: TypePointer Private 18(fvec4)
29: TypePointer Output 18(fvec4)
30(@entryPointOutput): 29(ptr) Variable Output
31(input): 24(ptr) Variable Input
34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
35: TypePointer Private 34(myS)
36(s1): 35(ptr) Variable Private
37: TypeVector 17(float) 3
38: TypePointer Private 37(fvec3)
39(ff5): 38(ptr) Variable Private
40(ff6): 38(ptr) Variable Private
41(a): 24(ptr) Variable Input
42: TypePointer Input 6(bool)
43(b): 42(ptr) Variable Input
44: TypePointer Input 17(float)
45(c): 44(ptr) Variable Input
46: TypeVector 17(float) 2
47: TypePointer Input 46(fvec2)
48(d): 47(ptr) Variable Input
49(ff1): 42(ptr) Variable Input
50(ff2): 42(ptr) Variable Input
51(ff3): 42(ptr) Variable Input
17: TypeInt 32 0
18: TypeFloat 32
19: TypeVector 18(float) 4
20(myS): TypeStruct 17(int) 17(int) 19(fvec4) 19(fvec4)
21: TypeStruct 19(fvec4)
22($Global): TypeStruct 20(myS) 21(struct) 18(float) 18(float)
23: TypePointer Uniform 22($Global)
24: 23(ptr) Variable Uniform
25: TypeInt 32 1
26: 25(int) Constant 1
27: 25(int) Constant 0
28: TypePointer Input 19(fvec4)
29(ff4): 28(ptr) Variable Input
31: TypePointer Uniform 19(fvec4)
33: TypePointer Output 19(fvec4)
34(@entryPointOutput): 33(ptr) Variable Output
35(input): 28(ptr) Variable Input
38(a): 28(ptr) Variable Input
39: TypePointer Input 6(bool)
40(b): 39(ptr) Variable Input
41: TypePointer Input 18(float)
42(c): 41(ptr) Variable Input
43: TypeVector 18(float) 2
44: TypePointer Input 43(fvec2)
45(d): 44(ptr) Variable Input
46(ff1): 39(ptr) Variable Input
47(ff2): 39(ptr) Variable Input
48(ff3): 39(ptr) Variable Input
4(PixelShaderFunction): 2 Function None 3
5: Label
10(s3): 9(ptr) Variable Function
@ -186,10 +192,10 @@ gl_FragCoord origin is upper left
14: 7(bvec3) CompositeExtract 12 0
15: 7(bvec3) LogicalEqual 13 14
16: 6(bool) All 15
26: 18(fvec4) Load 25(ff4)
28: 27(ptr) AccessChain 21(s2) 23
Store 28 26
32: 18(fvec4) Load 31(input)
Store 30(@entryPointOutput) 32
30: 19(fvec4) Load 29(ff4)
32: 31(ptr) AccessChain 24 26 27
Store 32 30
36: 19(fvec4) Load 35(input)
Store 34(@entryPointOutput) 36
Return
FunctionEnd

View File

@ -1,7 +1,7 @@
hlsl.structin.vert
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
@ -69,7 +69,7 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (global structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Definition: main(vf4;struct-VI-vf4[2]-vu2-vf41;vf4; (temp structure Position{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})
0:8 Function Parameters:
0:8 'd' (layout(location=0 ) in 4-component vector of float)
0:8 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord, temp 4-component vector of float b})

Some files were not shown because too many files have changed in this diff Show More